Files
HL2Overcharged/game/client/c_effects.cpp
2025-05-21 21:09:22 +03:00

2240 lines
65 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "c_tracer.h"
#include "view.h"
#include "initializer.h"
#include "particles_simple.h"
#include "env_wind_shared.h"
#include "engine/IEngineTrace.h"
#include "engine/ivmodelinfo.h"
#include "precipitation_shared.h"
#include "fx_water.h"
#include "c_world.h"
#include "iviewrender.h"
#include "engine/ivdebugoverlay.h"
#include "clienteffectprecachesystem.h"
#include "collisionutils.h"
#include "tier0/vprof.h"
#include "viewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar cl_winddir ( "cl_winddir", "0", FCVAR_CHEAT, "Weather effects wind direction angle" );
ConVar cl_windspeed ( "cl_windspeed", "0", FCVAR_CHEAT, "Weather effects wind speed scalar" );
Vector g_vSplashColor( 0.5, 0.5, 0.5 );
float g_flSplashScale = 0.15;
float g_flSplashLifetime = 0.5f;
float g_flSplashAlpha = 0.3f;
ConVar r_RainSplashPercentage( "r_RainSplashPercentage", "99", FCVAR_CHEAT ); // N% chance of a rain particle making a splash.
float GUST_INTERVAL_MIN = 1;
float GUST_INTERVAL_MAX = 2;
float GUST_LIFETIME_MIN = 1;
float GUST_LIFETIME_MAX = 3;
float MIN_SCREENSPACE_RAIN_WIDTH = 1;
#ifndef _XBOX
ConVar r_RainHack( "r_RainHack", "0", FCVAR_CHEAT );
ConVar r_RainRadius( "r_RainRadius", "1500", FCVAR_CHEAT );
ConVar r_RainSideVel( "r_RainSideVel", "130", FCVAR_CHEAT, "How much sideways velocity rain gets." );
ConVar r_RainSimulate( "r_RainSimulate", "1", FCVAR_CHEAT, "Enable/disable rain simulation." );
ConVar r_DrawRain( "r_DrawRain", "1", FCVAR_CHEAT, "Enable/disable rain rendering." );
ConVar r_RainProfile( "r_RainProfile", "0", FCVAR_CHEAT, "Enable/disable rain profiling." );
//Precahce the effects
CLIENTEFFECT_REGISTER_BEGIN( PrecachePrecipitation )
CLIENTEFFECT_MATERIAL( "particle/rain" )
CLIENTEFFECT_MATERIAL( "particle/snow" )
CLIENTEFFECT_REGISTER_END()
//-----------------------------------------------------------------------------
// Precipitation particle type
//-----------------------------------------------------------------------------
class CPrecipitationParticle
{
public:
Vector m_Pos;
Vector m_Velocity;
float m_SpawnTime; // Note: Tweak with this to change lifetime
float m_Mass;
float m_Ramp;
float m_flCurLifetime;
float m_flMaxLifetime;
};
class CClient_Precipitation;
static CUtlVector<CClient_Precipitation*> g_Precipitations;
//===========
// Snow fall
//===========
class CSnowFallManager;
static CSnowFallManager *s_pSnowFallMgr = NULL;
bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity );
void SnowFallManagerDestroy( void );
class AshDebrisEffect : public CSimpleEmitter
{
public:
AshDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static AshDebrisEffect* Create( const char *pDebugName );
virtual float UpdateAlpha( const SimpleParticle *pParticle );
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
private:
AshDebrisEffect( const AshDebrisEffect & );
};
//-----------------------------------------------------------------------------
// Precipitation base entity
//-----------------------------------------------------------------------------
class CClient_Precipitation : public C_BaseEntity
{
class CPrecipitationEffect;
friend class CClient_Precipitation::CPrecipitationEffect;
public:
DECLARE_CLASS( CClient_Precipitation, C_BaseEntity );
DECLARE_CLIENTCLASS();
CClient_Precipitation();
virtual ~CClient_Precipitation();
// Inherited from C_BaseEntity
virtual void Precache( );
void Render();
private:
// Creates a single particle
CPrecipitationParticle* CreateParticle();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
void Simulate( float dt );
// Renders the particle
void RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb );
void CreateWaterSplashes();
// Emits the actual particles
void EmitParticles( float fTimeDelta );
// Computes where we're gonna emit
bool ComputeEmissionArea( Vector& origin, Vector2D& size );
// Gets the tracer width and speed
float GetWidth() const;
float GetLength() const;
float GetSpeed() const;
// Gets the remaining lifetime of the particle
float GetRemainingLifetime( CPrecipitationParticle* pParticle ) const;
// Computes the wind vector
static void ComputeWindVector( );
// simulation methods
bool SimulateRain( CPrecipitationParticle* pParticle, float dt );
bool SimulateSnow( CPrecipitationParticle* pParticle, float dt );
void CreateAshParticle( void );
void CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity );
// Information helpful in creating and rendering particles
IMaterial *m_MatHandle; // material used
float m_Color[4]; // precip color
float m_Lifetime; // Precip lifetime
float m_InitialRamp; // Initial ramp value
float m_Speed; // Precip speed
float m_Width; // Tracer width
float m_Remainder; // particles we should render next time
PrecipitationType_t m_nPrecipType; // Precip type
float m_flHalfScreenWidth; // Precalculated each frame.
float m_flDensity;
// Some state used in rendering and simulation
// Used to modify the rain density and wind from the console
static ConVar s_raindensity;
static ConVar s_rainwidth;
static ConVar s_rainlength;
static ConVar s_rainspeed;
static Vector s_WindVector; // Stores the wind speed vector
CUtlLinkedList<CPrecipitationParticle> m_Particles;
CUtlVector<Vector> m_Splashes;
CSmartPtr<AshDebrisEffect> m_pAshEmitter;
TimedEvent m_tAshParticleTimer;
TimedEvent m_tAshParticleTraceTimer;
bool m_bActiveAshEmitter;
Vector m_vAshSpawnOrigin;
int m_iAshCount;
private:
CClient_Precipitation( const CClient_Precipitation & ); // not defined, not accessible
};
// Just receive the normal data table stuff
IMPLEMENT_CLIENTCLASS_DT(CClient_Precipitation, DT_Precipitation, CPrecipitation)
RecvPropInt( RECVINFO( m_nPrecipType ) )
END_RECV_TABLE()
static ConVar r_SnowEnable( "r_SnowEnable", "1", FCVAR_CHEAT, "Snow Enable" );
static ConVar r_SnowParticles( "r_SnowParticles", "500", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowInsideRadius( "r_SnowInsideRadius", "256", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowOutsideRadius( "r_SnowOutsideRadius", "1024", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowSpeedScale( "r_SnowSpeedScale", "1", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowPosScale( "r_SnowPosScale", "1", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowFallSpeed( "r_SnowFallSpeed", "1.5", FCVAR_CHEAT, "Snow fall speed scale." );
static ConVar r_SnowWindScale( "r_SnowWindScale", "0.0035", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowDebugBox( "r_SnowDebugBox", "0", FCVAR_CHEAT, "Snow Debug Boxes." );
static ConVar r_SnowZoomOffset( "r_SnowZoomOffset", "384.0f", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowZoomRadius( "r_SnowZoomRadius", "512.0f", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowStartAlpha( "r_SnowStartAlpha", "25", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowEndAlpha( "r_SnowEndAlpha", "255", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowColorRed( "r_SnowColorRed", "150", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowColorGreen( "r_SnowColorGreen", "175", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowColorBlue( "r_SnowColorBlue", "200", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowStartSize( "r_SnowStartSize", "1", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowEndSize( "r_SnowEndSize", "0", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowRayLength( "r_SnowRayLength", "8192.0f", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowRayRadius( "r_SnowRayRadius", "256", FCVAR_CHEAT, "Snow." );
static ConVar r_SnowRayEnable( "r_SnowRayEnable", "1", FCVAR_CHEAT, "Snow." );
void DrawPrecipitation()
{
for ( int i=0; i < g_Precipitations.Count(); i++ )
{
g_Precipitations[i]->Render();
}
}
//-----------------------------------------------------------------------------
// determines if a weather particle has hit something other than air
//-----------------------------------------------------------------------------
static bool IsInAir( const Vector& position )
{
int contents = enginetrace->GetPointContents( position );
return (contents & CONTENTS_SOLID) == 0;
}
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
ConVar CClient_Precipitation::s_raindensity( "r_raindensity","0.001", FCVAR_CHEAT);
ConVar CClient_Precipitation::s_rainwidth( "r_rainwidth", "0.5", FCVAR_CHEAT );
ConVar CClient_Precipitation::s_rainlength( "r_rainlength", "0.1f", FCVAR_CHEAT );
ConVar CClient_Precipitation::s_rainspeed( "r_rainspeed", "600.0f", FCVAR_CHEAT );
ConVar r_rainalpha( "r_rainalpha", "0.4", FCVAR_CHEAT );
ConVar r_rainalphapow( "r_rainalphapow", "0.8", FCVAR_CHEAT );
Vector CClient_Precipitation::s_WindVector; // Stores the wind speed vector
void CClient_Precipitation::OnDataChanged( DataUpdateType_t updateType )
{
// Simulate every frame.
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL )
{
SnowFallManagerCreate( this );
}
}
m_flDensity = RemapVal( m_clrRender->a, 0, 255, 0, 0.001 );
BaseClass::OnDataChanged( updateType );
}
void CClient_Precipitation::ClientThink()
{
Simulate( gpGlobals->frametime );
}
//-----------------------------------------------------------------------------
//
// Utility methods for the various simulation functions
//
//-----------------------------------------------------------------------------
inline bool CClient_Precipitation::SimulateRain(CPrecipitationParticle* pParticle, float dt)
{
if (GetRemainingLifetime(pParticle) < 0.0f)
return false;
Vector vOldPos = pParticle->m_Pos;
// Update position
VectorMA(pParticle->m_Pos, dt, pParticle->m_Velocity,
pParticle->m_Pos);
// wind blows rain around
for (int i = 0; i < 2; i++)
{
if (pParticle->m_Velocity[i] < s_WindVector[i])
{
pParticle->m_Velocity[i] += (5 / pParticle->m_Mass);
// clamp
if (pParticle->m_Velocity[i] > s_WindVector[i])
pParticle->m_Velocity[i] = s_WindVector[i];
}
else if (pParticle->m_Velocity[i] > s_WindVector[i])
{
pParticle->m_Velocity[i] -= (5 / pParticle->m_Mass);
// clamp.
if (pParticle->m_Velocity[i] < s_WindVector[i])
pParticle->m_Velocity[i] = s_WindVector[i];
}
}
/*
// No longer in the air? punt.
if ( !IsInAir( pParticle->m_Pos ) )
{
// Possibly make a splash if we hit a water surface and it's in front of the view.
if ( m_Splashes.Count() < 20 )
{
if ( RandomInt( 0, 100 ) < r_RainSplashPercentage.GetInt() )
{
trace_t trace;
UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_WATER, NULL, C COLLISION_GROUP_NONE, &trace);
if( trace.fraction < 1 )
{
m_Splashes.AddToTail( trace.endpos );
}
}
}
// Tell the framework it's time to remove the particle from the list
return false;
}*/
/*Tony; the traceline replaces the IsInAir check.
you also don't want the random's to be around the traceline either, or it will only check SOMETIMES. it needs to check _all_ the time.
you also probably want to do some radius checking of the particles position (ignoring z) for if it's in range of the local player to run this code or not
otherwise you will have traces for every particle all over the place even if there's no way that the player can see it
so when the player is out of that radius, you would only use if ( !IsInAir( pParticle->m_Pos ) { return false; }
probably also need to check to make sure that it doesn't splash on sky, too.
*/
trace_t trace;
UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace);
if (trace.fraction < 1 || trace.DidHit())
{
if (RandomInt(0, 100) <= r_RainSplashPercentage.GetInt())
//DispatchParticleEffect("rain_puddle", trace.endpos, trace.m_pEnt->GetAbsAngles(), NULL);
// Tell the framework it's time to remove the particle from the list
return false;
}
// We still want this particle
return true;
}
inline bool CClient_Precipitation::SimulateSnow( CPrecipitationParticle* pParticle, float dt )
{
if ( IsInAir( pParticle->m_Pos ) )
{
// Update position
VectorMA( pParticle->m_Pos, dt, pParticle->m_Velocity,
pParticle->m_Pos );
// wind blows rain around
for ( int i = 0 ; i < 2 ; i++ )
{
if ( pParticle->m_Velocity[i] < s_WindVector[i] )
{
pParticle->m_Velocity[i] += ( 5.0f / pParticle->m_Mass );
// accelerating flakes get a trail
pParticle->m_Ramp = 0.5f;
// clamp
if ( pParticle->m_Velocity[i] > s_WindVector[i] )
pParticle->m_Velocity[i] = s_WindVector[i];
}
else if (pParticle->m_Velocity[i] > s_WindVector[i] )
{
pParticle->m_Velocity[i] -= ( 5.0f / pParticle->m_Mass );
// accelerating flakes get a trail
pParticle->m_Ramp = 0.5f;
// clamp.
if ( pParticle->m_Velocity[i] < s_WindVector[i] )
pParticle->m_Velocity[i] = s_WindVector[i];
}
}
return true;
}
// Kill the particle immediately!
return false;
}
void CClient_Precipitation::Simulate( float dt )
{
// NOTE: When client-side prechaching works, we need to remove this
Precache();
m_flHalfScreenWidth = (float)ScreenWidth() / 2;
// Our sim methods needs dt and wind vector
if ( dt )
{
ComputeWindVector( );
}
if ( m_nPrecipType == PRECIPITATION_TYPE_ASH )
{
CreateAshParticle();
return;
}
// The snow fall manager handles the simulation.
if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL )
return;
// calculate the max amount of time it will take this flake to fall.
// This works if we assume the wind doesn't have a z component
if ( r_RainHack.GetInt() )
m_Lifetime = (GetClientWorldEntity()->m_WorldMaxs[2] - GetClientWorldEntity()->m_WorldMins[2]) / m_Speed;
else
m_Lifetime = (WorldAlignMaxs()[2] - WorldAlignMins()[2]) / m_Speed;
if ( !r_RainSimulate.GetInt() )
return;
CFastTimer timer;
timer.Start();
// Emit new particles
EmitParticles( dt );
// Simulate all the particles.
int iNext;
if ( m_nPrecipType == PRECIPITATION_TYPE_RAIN )
{
for ( int i=m_Particles.Head(); i != m_Particles.InvalidIndex(); i=iNext )
{
iNext = m_Particles.Next( i );
if ( !SimulateRain( &m_Particles[i], dt ) )
m_Particles.Remove( i );
}
}
else if ( m_nPrecipType == PRECIPITATION_TYPE_SNOW )
{
for ( int i=m_Particles.Head(); i != m_Particles.InvalidIndex(); i=iNext )
{
iNext = m_Particles.Next( i );
if ( !SimulateSnow( &m_Particles[i], dt ) )
m_Particles.Remove( i );
}
}
if ( r_RainProfile.GetInt() )
{
timer.End();
engine->Con_NPrintf( 15, "Rain simulation: %du (%d tracers)", timer.GetDuration().GetMicroseconds(), m_Particles.Count() );
}
}
//-----------------------------------------------------------------------------
// tracer rendering
//-----------------------------------------------------------------------------
inline void CClient_Precipitation::RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb )
{
float scale;
Vector start, delta;
if ( m_nPrecipType == PRECIPITATION_TYPE_ASH )
return;
if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL )
return;
// make streaks 0.1 seconds long, but prevent from going past end
float lifetimeRemaining = GetRemainingLifetime( pParticle );
if (lifetimeRemaining >= GetLength())
scale = GetLength() * pParticle->m_Ramp;
else
scale = lifetimeRemaining * pParticle->m_Ramp;
// NOTE: We need to do everything in screen space
Vector3DMultiplyPosition( CurrentWorldToViewMatrix(), pParticle->m_Pos, start );
if ( start.z > -1 )
return;
Vector3DMultiply( CurrentWorldToViewMatrix(), pParticle->m_Velocity, delta );
// give a spiraling pattern to snow particles
if ( m_nPrecipType == PRECIPITATION_TYPE_SNOW )
{
Vector spiral, camSpiral;
float s, c;
if ( pParticle->m_Mass > 1.0f )
{
SinCos( gpGlobals->curtime * M_PI * (1+pParticle->m_Mass * 0.1f) +
pParticle->m_Mass * 5.0f, &s , &c );
// only spiral particles with a mass > 1, so some fall straight down
spiral[0] = 28 * c;
spiral[1] = 28 * s;
spiral[2] = 0.0f;
Vector3DMultiply( CurrentWorldToViewMatrix(), spiral, camSpiral );
// X and Y are measured in world space; need to convert to camera space
VectorAdd( start, camSpiral, start );
VectorAdd( delta, camSpiral, delta );
}
// shrink the trails on spiraling flakes.
pParticle->m_Ramp = 0.3f;
}
delta[0] *= scale;
delta[1] *= scale;
delta[2] *= scale;
// See c_tracer.* for this method
float flAlpha = r_rainalpha.GetFloat();
float flWidth = GetWidth();
float flScreenSpaceWidth = flWidth * m_flHalfScreenWidth / -start.z;
if ( flScreenSpaceWidth < MIN_SCREENSPACE_RAIN_WIDTH )
{
// Make the rain tracer at least the min size, but fade its alpha the smaller it gets.
flAlpha *= flScreenSpaceWidth / MIN_SCREENSPACE_RAIN_WIDTH;
flWidth = MIN_SCREENSPACE_RAIN_WIDTH * -start.z / m_flHalfScreenWidth;
}
flAlpha = pow( flAlpha, r_rainalphapow.GetFloat() );
float flColor[4] = { 1, 1, 1, flAlpha };
Tracer_Draw( &mb, start, delta, flWidth, flColor, 1 );
}
void CClient_Precipitation::CreateWaterSplashes()
{
for ( int i=0; i < m_Splashes.Count(); i++ )
{
Vector vSplash = m_Splashes[i];
if ( CurrentViewForward().Dot( vSplash - CurrentViewOrigin() ) > 1 )
{
FX_WaterRipple( vSplash, g_flSplashScale, &g_vSplashColor, g_flSplashLifetime, g_flSplashAlpha );
}
}
m_Splashes.Purge();
}
void CClient_Precipitation::Render()
{
if ( !r_DrawRain.GetInt() )
return;
// Don't render in monitors or in reflections or refractions.
if ( CurrentViewID() == VIEW_MONITOR )
return;
if ( view->GetDrawFlags() & (DF_RENDER_REFLECTION | DF_RENDER_REFRACTION) )
return;
if ( m_nPrecipType == PRECIPITATION_TYPE_ASH )
return;
if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL )
return;
// Create any queued up water splashes.
CreateWaterSplashes();
CFastTimer timer;
timer.Start();
CMatRenderContextPtr pRenderContext( materials );
// We want to do our calculations in view space.
VMatrix tempView;
pRenderContext->GetMatrix( MATERIAL_VIEW, &tempView );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->LoadIdentity();
// Force the user clip planes to use the old view matrix
pRenderContext->EnableUserClipTransformOverride( true );
pRenderContext->UserClipTransform( tempView );
// Draw all the rain tracers.
pRenderContext->Bind( m_MatHandle );
IMesh *pMesh = pRenderContext->GetDynamicMesh();
if ( pMesh )
{
CMeshBuilder mb;
mb.Begin( pMesh, MATERIAL_QUADS, m_Particles.Count() );
for ( int i=m_Particles.Head(); i != m_Particles.InvalidIndex(); i=m_Particles.Next( i ) )
{
CPrecipitationParticle *p = &m_Particles[i];
RenderParticle( p, mb );
}
mb.End( false, true );
}
pRenderContext->EnableUserClipTransformOverride( false );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->LoadMatrix( tempView );
if ( r_RainProfile.GetInt() )
{
timer.End();
engine->Con_NPrintf( 16, "Rain render : %du", timer.GetDuration().GetMicroseconds() );
}
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CClient_Precipitation::CClient_Precipitation() : m_Remainder(0.0f)
{
m_nPrecipType = PRECIPITATION_TYPE_RAIN;
m_MatHandle = INVALID_MATERIAL_HANDLE;
m_flHalfScreenWidth = 1;
g_Precipitations.AddToTail( this );
}
CClient_Precipitation::~CClient_Precipitation()
{
g_Precipitations.FindAndRemove( this );
SnowFallManagerDestroy();
}
//-----------------------------------------------------------------------------
// Precache data
//-----------------------------------------------------------------------------
#define SNOW_SPEED 80.0f
#define RAIN_SPEED 425.0f
#define RAIN_TRACER_WIDTH 0.35f
#define SNOW_TRACER_WIDTH 0.7f
void CClient_Precipitation::Precache( )
{
if ( !m_MatHandle )
{
// Compute precipitation emission speed
switch( m_nPrecipType )
{
case PRECIPITATION_TYPE_SNOW:
m_Speed = SNOW_SPEED;
m_MatHandle = materials->FindMaterial( "particle/snow", TEXTURE_GROUP_CLIENT_EFFECTS );
m_InitialRamp = 0.6f;
m_Width = SNOW_TRACER_WIDTH;
break;
case PRECIPITATION_TYPE_RAIN:
Assert( m_nPrecipType == PRECIPITATION_TYPE_RAIN );
m_Speed = RAIN_SPEED;
m_MatHandle = materials->FindMaterial( "particle/rain", TEXTURE_GROUP_CLIENT_EFFECTS );
m_InitialRamp = 1.0f;
m_Color[3] = 1.0f; // make translucent
m_Width = RAIN_TRACER_WIDTH;
break;
default:
m_InitialRamp = 1.0f;
m_Color[3] = 1.0f; // make translucent
break;
}
// Store off the color
m_Color[0] = 1.0f;
m_Color[1] = 1.0f;
m_Color[2] = 1.0f;
}
}
//-----------------------------------------------------------------------------
// Gets the tracer width and speed
//-----------------------------------------------------------------------------
inline float CClient_Precipitation::GetWidth() const
{
// return m_Width;
return s_rainwidth.GetFloat();
}
inline float CClient_Precipitation::GetLength() const
{
// return m_Length;
return s_rainlength.GetFloat();
}
inline float CClient_Precipitation::GetSpeed() const
{
// return m_Speed;
return s_rainspeed.GetFloat();
}
//-----------------------------------------------------------------------------
// Gets the remaining lifetime of the particle
//-----------------------------------------------------------------------------
inline float CClient_Precipitation::GetRemainingLifetime( CPrecipitationParticle* pParticle ) const
{
float timeSinceSpawn = gpGlobals->curtime - pParticle->m_SpawnTime;
return m_Lifetime - timeSinceSpawn;
}
//-----------------------------------------------------------------------------
// Creates a particle
//-----------------------------------------------------------------------------
inline CPrecipitationParticle* CClient_Precipitation::CreateParticle()
{
int i = m_Particles.AddToTail();
CPrecipitationParticle* pParticle = &m_Particles[i];
pParticle->m_SpawnTime = gpGlobals->curtime;
pParticle->m_Ramp = m_InitialRamp;
return pParticle;
}
//-----------------------------------------------------------------------------
// Compute the emission area
//-----------------------------------------------------------------------------
bool CClient_Precipitation::ComputeEmissionArea( Vector& origin, Vector2D& size )
{
// FIXME: Compute the precipitation area based on computational power
float emissionSize = r_RainRadius.GetFloat(); // size of box to emit particles in
Vector vMins = WorldAlignMins();
Vector vMaxs = WorldAlignMaxs();
if ( r_RainHack.GetInt() )
{
vMins = GetClientWorldEntity()->m_WorldMins;
vMaxs = GetClientWorldEntity()->m_WorldMaxs;
}
// calculate a volume around the player to snow in. Intersect this big magic
// box around the player with the volume of the current environmental ent.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return false;
// Determine how much time it'll take a falling particle to hit the player
float emissionHeight = MIN( vMaxs[2], pPlayer->GetAbsOrigin()[2] + 512 );
float distToFall = emissionHeight - pPlayer->GetAbsOrigin()[2];
float fallTime = distToFall / GetSpeed();
// Based on the windspeed, figure out the center point of the emission
Vector2D center;
center[0] = pPlayer->GetAbsOrigin()[0] - fallTime * s_WindVector[0];
center[1] = pPlayer->GetAbsOrigin()[1] - fallTime * s_WindVector[1];
Vector2D lobound, hibound;
lobound[0] = center[0] - emissionSize * 0.5f;
lobound[1] = center[1] - emissionSize * 0.5f;
hibound[0] = lobound[0] + emissionSize;
hibound[1] = lobound[1] + emissionSize;
// Cull non-intersecting.
if ( ( vMaxs[0] < lobound[0] ) || ( vMaxs[1] < lobound[1] ) ||
( vMins[0] > hibound[0] ) || ( vMins[1] > hibound[1] ) )
return false;
origin[0] = MAX( vMins[0], lobound[0] );
origin[1] = MAX( vMins[1], lobound[1] );
origin[2] = emissionHeight;
hibound[0] = MIN( vMaxs[0], hibound[0] );
hibound[1] = MIN( vMaxs[1], hibound[1] );
size[0] = hibound[0] - origin[0];
size[1] = hibound[1] - origin[1];
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pDebugName -
// Output : AshDebrisEffect*
//-----------------------------------------------------------------------------
AshDebrisEffect* AshDebrisEffect::Create( const char *pDebugName )
{
return new AshDebrisEffect( pDebugName );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParticle -
// timeDelta -
// Output : float
//-----------------------------------------------------------------------------
float AshDebrisEffect::UpdateAlpha( const SimpleParticle *pParticle )
{
return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) );
}
#define ASH_PARTICLE_NOISE 0x4
float AshDebrisEffect::UpdateRoll( SimpleParticle *pParticle, float timeDelta )
{
float flRoll = CSimpleEmitter::UpdateRoll(pParticle, timeDelta );
if ( pParticle->m_iFlags & ASH_PARTICLE_NOISE )
{
Vector vTempEntVel = pParticle->m_vecVelocity;
float fastFreq = gpGlobals->curtime * 1.5;
float s, c;
SinCos( fastFreq, &s, &c );
pParticle->m_Pos = ( pParticle->m_Pos + Vector(
vTempEntVel[0] * timeDelta * s,
vTempEntVel[1] * timeDelta * s, 0 ) );
}
return flRoll;
}
void CClient_Precipitation::CreateAshParticle( void )
{
// Make sure the emitter is setup
if ( m_pAshEmitter == NULL )
{
if ( ( m_pAshEmitter = AshDebrisEffect::Create( "ashtray" ) ) == NULL )
return;
m_tAshParticleTimer.Init( 192 );
m_tAshParticleTraceTimer.Init( 15 );
m_bActiveAshEmitter = false;
m_iAshCount = 0;
}
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer == NULL )
return;
Vector vForward;
pPlayer->GetVectors( &vForward, NULL, NULL );
vForward.z = 0.0f;
float curTime = gpGlobals->frametime;
Vector vPushOrigin;
Vector absmins = WorldAlignMins();
Vector absmaxs = WorldAlignMaxs();
//15 Traces a second.
while ( m_tAshParticleTraceTimer.NextEvent( curTime ) )
{
trace_t tr;
Vector vTraceStart = pPlayer->EyePosition();
Vector vTraceEnd = pPlayer->EyePosition() + vForward * MAX_TRACE_LENGTH;
UTIL_TraceLine( vTraceStart, vTraceEnd, MASK_SHOT_HULL & (~CONTENTS_GRATE), pPlayer, COLLISION_GROUP_NONE, &tr );
//debugoverlay->AddLineOverlay( vTraceStart, tr.endpos, 255, 0, 0, 0, 0.2 );
if ( tr.fraction != 1.0f )
{
trace_t tr2;
UTIL_TraceModel( vTraceStart, tr.endpos, Vector( -1, -1, -1 ), Vector( 1, 1, 1 ), this, COLLISION_GROUP_NONE, &tr2 );
if ( tr2.m_pEnt == this )
{
m_bActiveAshEmitter = true;
if ( tr2.startsolid == false )
{
m_vAshSpawnOrigin = tr2.endpos + vForward * 256;
}
else
{
m_vAshSpawnOrigin = vTraceStart;
}
}
else
{
m_bActiveAshEmitter = false;
}
}
}
if ( m_bActiveAshEmitter == false )
return;
Vector vecVelocity = pPlayer->GetAbsVelocity();
float flVelocity = VectorNormalize( vecVelocity );
Vector offset = m_vAshSpawnOrigin;
m_pAshEmitter->SetSortOrigin( offset );
PMaterialHandle hMaterial[4];
hMaterial[0] = ParticleMgr()->GetPMaterial( "effects/fleck_ash1" );
hMaterial[1] = ParticleMgr()->GetPMaterial( "effects/fleck_ash2" );
hMaterial[2] = ParticleMgr()->GetPMaterial( "effects/fleck_ash3" );
hMaterial[3] = ParticleMgr()->GetPMaterial( "effects/ember_swirling001" );
SimpleParticle *pParticle;
Vector vSpawnOrigin = vec3_origin;
if ( flVelocity > 0 )
{
vSpawnOrigin = ( vForward * 256 ) + ( vecVelocity * ( flVelocity * 2 ) );
}
// Add as many particles as we need
while ( m_tAshParticleTimer.NextEvent( curTime ) )
{
int iRandomAltitude = RandomInt( 0, 128 );
offset = m_vAshSpawnOrigin + vSpawnOrigin + RandomVector( -256, 256 );
offset.z = m_vAshSpawnOrigin.z + iRandomAltitude;
if ( offset[0] > absmaxs[0]
|| offset[1] > absmaxs[1]
|| offset[2] > absmaxs[2]
|| offset[0] < absmins[0]
|| offset[1] < absmins[1]
|| offset[2] < absmins[2] )
continue;
m_iAshCount++;
bool bEmberTime = false;
if ( m_iAshCount >= 250 )
{
bEmberTime = true;
m_iAshCount = 0;
}
int iRandom = random->RandomInt(0,2);
if ( bEmberTime == true )
{
offset = m_vAshSpawnOrigin + (vForward * 256) + RandomVector( -128, 128 );
offset.z = pPlayer->EyePosition().z + RandomFloat( -16, 64 );
iRandom = 3;
}
pParticle = (SimpleParticle *) m_pAshEmitter->AddParticle( sizeof(SimpleParticle), hMaterial[iRandom], offset );
if (pParticle == NULL)
continue;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = RemapVal( iRandomAltitude, 0, 128, 4, 8 );
if ( bEmberTime == true )
{
Vector vGoal = pPlayer->EyePosition() + RandomVector( -64, 64 );
Vector vDir = vGoal - offset;
VectorNormalize( vDir );
pParticle->m_vecVelocity = vDir * 75;
pParticle->m_flDieTime = 2.5f;
}
else
{
pParticle->m_vecVelocity = Vector( RandomFloat( -20.0f, 20.0f ), RandomFloat( -20.0f, 20.0f ), RandomFloat( -10, -15 ) );
}
float color = random->RandomInt( 125, 225 );
pParticle->m_uchColor[0] = color;
pParticle->m_uchColor[1] = color;
pParticle->m_uchColor[2] = color;
pParticle->m_uchStartSize = 1;
pParticle->m_uchEndSize = 1;
pParticle->m_uchStartAlpha = 255;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -0.15f, 0.15f );
pParticle->m_iFlags = SIMPLE_PARTICLE_FLAG_WINDBLOWN;
if ( random->RandomInt( 0, 10 ) <= 1 )
{
pParticle->m_iFlags |= ASH_PARTICLE_NOISE;
}
}
}
void CClient_Precipitation::CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity )
{
// Create the particle
CPrecipitationParticle* p = CreateParticle();
if (!p)
return;
VectorCopy( vVelocity, p->m_Velocity );
p->m_Pos = vSpawnPosition;
p->m_Velocity[ 0 ] += random->RandomFloat(-r_RainSideVel.GetInt(), r_RainSideVel.GetInt());
p->m_Velocity[ 1 ] += random->RandomFloat(-r_RainSideVel.GetInt(), r_RainSideVel.GetInt());
p->m_Mass = random->RandomFloat( 0.5, 1.5 );
}
//-----------------------------------------------------------------------------
// emit the precipitation particles
//-----------------------------------------------------------------------------
void CClient_Precipitation::EmitParticles( float fTimeDelta )
{
Vector2D size;
Vector vel, org;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
Vector vPlayerCenter = pPlayer->WorldSpaceCenter();
// Compute where to emit
if (!ComputeEmissionArea( org, size ))
return;
// clamp this to prevent creating a bunch of rain or snow at one time.
if( fTimeDelta > 0.075f )
fTimeDelta = 0.075f;
// FIXME: Compute the precipitation density based on computational power
float density = m_flDensity;
if (density > 0.01f)
density = 0.01f;
// Compute number of particles to emit based on precip density and emission area and dt
float fParticles = size[0] * size[1] * density * fTimeDelta + m_Remainder;
int cParticles = (int)fParticles;
m_Remainder = fParticles - cParticles;
// calculate the max amount of time it will take this flake to fall.
// This works if we assume the wind doesn't have a z component
VectorCopy( s_WindVector, vel );
vel[2] -= GetSpeed();
// Emit all the particles
for ( int i = 0 ; i < cParticles ; i++ )
{
Vector vParticlePos = org;
vParticlePos[ 0 ] += size[ 0 ] * random->RandomFloat(0, 1);
vParticlePos[ 1 ] += size[ 1 ] * random->RandomFloat(0, 1);
// Figure out where the particle should lie in Z by tracing a line from the player's height up to the
// desired height and making sure it doesn't hit a wall.
Vector vPlayerHeight = vParticlePos;
vPlayerHeight.z = vPlayerCenter.z;
trace_t trace;
UTIL_TraceLine( vPlayerHeight, vParticlePos, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace );
if ( trace.fraction < 1 )
{
// If we hit a brush, then don't spawn the particle.
if ( trace.surface.flags & SURF_SKY )
{
vParticlePos = trace.endpos;
}
else
{
continue;
}
}
CreateRainOrSnowParticle( vParticlePos, vel );
}
}
//-----------------------------------------------------------------------------
// Computes the wind vector
//-----------------------------------------------------------------------------
void CClient_Precipitation::ComputeWindVector( )
{
// Compute the wind direction
QAngle windangle( 0, cl_winddir.GetFloat(), 0 ); // used to turn wind yaw direction into a vector
// Randomize the wind angle and speed slightly to get us a little variation
windangle[1] = windangle[1] + random->RandomFloat( -10, 10 );
float windspeed = cl_windspeed.GetFloat() * (1.0 + random->RandomFloat( -0.2, 0.2 ));
AngleVectors( windangle, &s_WindVector );
VectorScale( s_WindVector, windspeed, s_WindVector );
}
CHandle<CClient_Precipitation> g_pPrecipHackEnt;
class CPrecipHack : public CAutoGameSystemPerFrame
{
public:
CPrecipHack( char const *name ) : CAutoGameSystemPerFrame( name )
{
m_bLevelInitted = false;
}
virtual void LevelInitPostEntity()
{
if ( r_RainHack.GetInt() )
{
CClient_Precipitation *pPrecipHackEnt = new CClient_Precipitation;
pPrecipHackEnt->InitializeAsClientEntity( NULL, RENDER_GROUP_TRANSLUCENT_ENTITY );
g_pPrecipHackEnt = pPrecipHackEnt;
}
m_bLevelInitted = true;
}
virtual void LevelShutdownPreEntity()
{
if ( r_RainHack.GetInt() && g_pPrecipHackEnt )
{
g_pPrecipHackEnt->Release();
}
m_bLevelInitted = false;
}
virtual void Update( float frametime )
{
// Handle changes to the cvar at runtime.
if ( m_bLevelInitted )
{
if ( r_RainHack.GetInt() && !g_pPrecipHackEnt )
LevelInitPostEntity();
else if ( !r_RainHack.GetInt() && g_pPrecipHackEnt )
LevelShutdownPreEntity();
}
}
bool m_bLevelInitted;
};
CPrecipHack g_PrecipHack( "CPrecipHack" );
#else
void DrawPrecipitation()
{
}
#endif // _XBOX
//-----------------------------------------------------------------------------
// EnvWind - global wind info
//-----------------------------------------------------------------------------
class C_EnvWind : public C_BaseEntity
{
public:
C_EnvWind();
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_EnvWind, C_BaseEntity );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool ShouldDraw( void ) { return false; }
virtual void ClientThink( );
private:
C_EnvWind( const C_EnvWind & );
CEnvWindShared m_EnvWindShared;
};
// Receive datatables
BEGIN_RECV_TABLE_NOBASE(CEnvWindShared, DT_EnvWindShared)
RecvPropInt (RECVINFO(m_iMinWind)),
RecvPropInt (RECVINFO(m_iMaxWind)),
RecvPropInt (RECVINFO(m_iMinGust)),
RecvPropInt (RECVINFO(m_iMaxGust)),
RecvPropFloat (RECVINFO(m_flMinGustDelay)),
RecvPropFloat (RECVINFO(m_flMaxGustDelay)),
RecvPropInt (RECVINFO(m_iGustDirChange)),
RecvPropInt (RECVINFO(m_iWindSeed)),
RecvPropInt (RECVINFO(m_iInitialWindDir)),
RecvPropFloat (RECVINFO(m_flInitialWindSpeed)),
RecvPropFloat (RECVINFO(m_flStartTime)),
RecvPropFloat (RECVINFO(m_flGustDuration)),
// RecvPropInt (RECVINFO(m_iszGustSound)),
END_RECV_TABLE()
IMPLEMENT_CLIENTCLASS_DT( C_EnvWind, DT_EnvWind, CEnvWind )
RecvPropDataTable(RECVINFO_DT(m_EnvWindShared), 0, &REFERENCE_RECV_TABLE(DT_EnvWindShared)),
END_RECV_TABLE()
C_EnvWind::C_EnvWind()
{
}
//-----------------------------------------------------------------------------
// Post data update!
//-----------------------------------------------------------------------------
void C_EnvWind::OnDataChanged( DataUpdateType_t updateType )
{
// Whenever we get an update, reset the entire state.
// Note that the fields have already been stored by the datatables,
// but there's still work to be done in the init block
m_EnvWindShared.Init( entindex(), m_EnvWindShared.m_iWindSeed,
m_EnvWindShared.m_flStartTime, m_EnvWindShared.m_iInitialWindDir,
m_EnvWindShared.m_flInitialWindSpeed );
SetNextClientThink(0.0f);
BaseClass::OnDataChanged( updateType );
}
void C_EnvWind::ClientThink( )
{
// Update the wind speed
float flNextThink = m_EnvWindShared.WindThink( gpGlobals->curtime );
SetNextClientThink(flNextThink);
}
//==================================================
// EmberParticle
//==================================================
class CEmberEmitter : public CSimpleEmitter
{
public:
CEmberEmitter( const char *pDebugName );
static CSmartPtr<CEmberEmitter> Create( const char *pDebugName );
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
virtual Vector UpdateColor( const SimpleParticle *pParticle );
private:
CEmberEmitter( const CEmberEmitter & );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : fTimeDelta -
// Output : Vector
//-----------------------------------------------------------------------------
CEmberEmitter::CEmberEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName )
{
}
CSmartPtr<CEmberEmitter> CEmberEmitter::Create( const char *pDebugName )
{
return new CEmberEmitter( pDebugName );
}
void CEmberEmitter::UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
{
float speed = VectorNormalize( pParticle->m_vecVelocity );
Vector offset;
speed -= ( 1.0f * timeDelta );
offset.Random( -0.025f, 0.025f );
offset[2] = 0.0f;
pParticle->m_vecVelocity += offset;
VectorNormalize( pParticle->m_vecVelocity );
pParticle->m_vecVelocity *= speed;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParticle -
// timeDelta -
//-----------------------------------------------------------------------------
Vector CEmberEmitter::UpdateColor( const SimpleParticle *pParticle )
{
Vector color;
float ramp = 1.0f - ( pParticle->m_flLifetime / pParticle->m_flDieTime );
color[0] = ( (float) pParticle->m_uchColor[0] * ramp ) / 255.0f;
color[1] = ( (float) pParticle->m_uchColor[1] * ramp ) / 255.0f;
color[2] = ( (float) pParticle->m_uchColor[2] * ramp ) / 255.0f;
return color;
}
//==================================================
// C_Embers
//==================================================
class C_Embers : public C_BaseEntity
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_Embers, C_BaseEntity );
C_Embers();
~C_Embers();
void Start( void );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool ShouldDraw( void );
virtual void AddEntity( void );
//Server-side
int m_nDensity;
int m_nLifetime;
int m_nSpeed;
bool m_bEmit;
protected:
void SpawnEmber( void );
PMaterialHandle m_hMaterial;
TimedEvent m_tParticleSpawn;
CSmartPtr<CEmberEmitter> m_pEmitter;
};
//Receive datatable
IMPLEMENT_CLIENTCLASS_DT( C_Embers, DT_Embers, CEmbers )
RecvPropInt( RECVINFO( m_nDensity ) ),
RecvPropInt( RECVINFO( m_nLifetime ) ),
RecvPropInt( RECVINFO( m_nSpeed ) ),
RecvPropInt( RECVINFO( m_bEmit ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
// Input : bnewentity -
//-----------------------------------------------------------------------------
C_Embers::C_Embers()
{
m_pEmitter = CEmberEmitter::Create( "C_Embers" );
}
C_Embers::~C_Embers()
{
}
void C_Embers::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
m_pEmitter->SetSortOrigin( GetAbsOrigin() );
Start();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_Embers::ShouldDraw()
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Embers::Start( void )
{
//Various setup info
m_tParticleSpawn.Init( m_nDensity );
m_hMaterial = m_pEmitter->GetPMaterial( "particle/fire" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Embers::AddEntity( void )
{
if ( m_bEmit == false )
return;
float tempDelta = gpGlobals->frametime;
while( m_tParticleSpawn.NextEvent( tempDelta ) )
{
SpawnEmber();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Embers::SpawnEmber( void )
{
Vector offset, mins, maxs;
modelinfo->GetModelBounds( GetModel(), mins, maxs );
//Setup our spawn position
offset[0] = random->RandomFloat( mins[0], maxs[0] );
offset[1] = random->RandomFloat( mins[1], maxs[1] );
offset[2] = random->RandomFloat( mins[2], maxs[2] );
//Spawn the particle
SimpleParticle *sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof( SimpleParticle ), m_hMaterial, offset );
if (sParticle == NULL)
return;
float cScale = random->RandomFloat( 0.75f, 1.0f );
//Set it up
sParticle->m_flLifetime = 0.0f;
sParticle->m_flDieTime = m_nLifetime;
sParticle->m_uchColor[0] = m_clrRender->r * cScale;
sParticle->m_uchColor[1] = m_clrRender->g * cScale;
sParticle->m_uchColor[2] = m_clrRender->b * cScale;
sParticle->m_uchStartAlpha = 255;
sParticle->m_uchEndAlpha = 0;
sParticle->m_uchStartSize = 1;
sParticle->m_uchEndSize = 0;
sParticle->m_flRollDelta = 0;
sParticle->m_flRoll = 0;
//Set the velocity
Vector velocity;
AngleVectors( GetAbsAngles(), &velocity );
sParticle->m_vecVelocity = velocity * m_nSpeed;
sParticle->m_vecVelocity[0] += random->RandomFloat( -(m_nSpeed/8), (m_nSpeed/8) );
sParticle->m_vecVelocity[1] += random->RandomFloat( -(m_nSpeed/8), (m_nSpeed/8) );
sParticle->m_vecVelocity[2] += random->RandomFloat( -(m_nSpeed/8), (m_nSpeed/8) );
UpdateVisibility();
}
//-----------------------------------------------------------------------------
// Quadratic spline beam effect
//-----------------------------------------------------------------------------
#include "beamdraw.h"
class C_QuadraticBeam : public C_BaseEntity
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_QuadraticBeam, C_BaseEntity );
//virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool ShouldDraw( void ) { return true; }
virtual int DrawModel( int );
virtual void GetRenderBounds( Vector& mins, Vector& maxs )
{
ClearBounds( mins, maxs );
AddPointToBounds( vec3_origin, mins, maxs );
AddPointToBounds( m_targetPosition, mins, maxs );
AddPointToBounds( m_controlPosition, mins, maxs );
mins -= GetRenderOrigin();
maxs -= GetRenderOrigin();
}
protected:
Vector m_targetPosition;
Vector m_controlPosition;
float m_scrollRate;
float m_flWidth;
};
//Receive datatable
IMPLEMENT_CLIENTCLASS_DT( C_QuadraticBeam, DT_QuadraticBeam, CEnvQuadraticBeam )
RecvPropVector( RECVINFO(m_targetPosition) ),
RecvPropVector( RECVINFO(m_controlPosition) ),
RecvPropFloat( RECVINFO(m_scrollRate) ),
RecvPropFloat( RECVINFO(m_flWidth) ),
END_RECV_TABLE()
Vector Color32ToVector( const color32 &color )
{
return Vector( color.r * (1.0/255.0f), color.g * (1.0/255.0f), color.b * (1.0/255.0f) );
}
int C_QuadraticBeam::DrawModel( int )
{
Draw_SetSpriteTexture( GetModel(), 0, GetRenderMode() );
Vector color = Color32ToVector( GetRenderColor() );
DrawBeamQuadratic( GetRenderOrigin(), m_controlPosition, m_targetPosition, m_flWidth, color, gpGlobals->curtime*m_scrollRate );
return 1;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class SnowFallEffect : public CSimpleEmitter
{
public:
SnowFallEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static SnowFallEffect* Create( const char *pDebugName )
{
return new SnowFallEffect( pDebugName );
}
void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
{
float flSpeed = VectorNormalize( pParticle->m_vecVelocity );
flSpeed -= timeDelta;
pParticle->m_vecVelocity.x += RandomFloat( -0.025f, 0.025f );
pParticle->m_vecVelocity.y += RandomFloat( -0.025f, 0.025f );
VectorNormalize( pParticle->m_vecVelocity );
pParticle->m_vecVelocity *= flSpeed;
Vector vecWindVelocity;
GetWindspeedAtTime( gpGlobals->curtime, vecWindVelocity );
pParticle->m_vecVelocity += ( vecWindVelocity * r_SnowWindScale.GetFloat() );
}
void SimulateParticles( CParticleSimulateIterator *pIterator )
{
float timeDelta = pIterator->GetTimeDelta();
SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst();
while ( pParticle )
{
//Update velocity
UpdateVelocity( pParticle, timeDelta );
pParticle->m_Pos += pParticle->m_vecVelocity * timeDelta;
//Should this particle die?
pParticle->m_flLifetime += timeDelta;
UpdateRoll( pParticle, timeDelta );
if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
{
pIterator->RemoveParticle( pParticle );
}
else if ( !IsInAir( pParticle->m_Pos ) )
{
pIterator->RemoveParticle( pParticle );
}
pParticle = (SimpleParticle*)pIterator->GetNext();
}
}
int GetParticleCount( void )
{
return GetBinding().GetNumActiveParticles();
}
void SetBounds( const Vector &vecMin, const Vector &vecMax )
{
GetBinding().SetBBox( vecMin, vecMax, true );
}
bool IsTransparent( void ) { return false; }
private:
SnowFallEffect( const SnowFallEffect & );
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CSnowFallManager : public C_BaseEntity
{
public:
CSnowFallManager();
~CSnowFallManager();
bool CreateEmitter( void );
void SpawnClientEntity( void );
void ClientThink();
void AddSnowFallEntity( CClient_Precipitation *pSnowEntity );
// Snow Effect
enum
{
SNOWFALL_NONE = 0,
SNOWFALL_AROUND_PLAYER,
SNOWFALL_IN_ENTITY,
};
bool IsTransparent( void ) { return false; }
private:
bool CreateSnowFallEmitter( void );
void CreateSnowFall( void );
void CreateSnowFallParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale );
void CreateOutsideVolumeSnowParticles( float flCurrentTime, float flRadius, float flZoomScale );
void CreateInsideVolumeSnowParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale );
void CreateSnowParticlesSphere( float flRadius );
void CreateSnowParticlesRay( float flRadius, const Vector &vecEyePos, const Vector &vecForward );
void CreateSnowFallParticle( const Vector &vecParticleSpawn, int iBBox );
int StandingInSnowVolume( Vector &vecPoint );
void FindSnowVolumes( Vector &vecCenter, float flRadius, Vector &vecEyePos, Vector &vecForward );
void UpdateBounds( const Vector &vecSnowMin, const Vector &vecSnowMax );
private:
enum { MAX_SNOW_PARTICLES = 500 };
enum { MAX_SNOW_LIST = 32 };
TimedEvent m_tSnowFallParticleTimer;
TimedEvent m_tSnowFallParticleTraceTimer;
int m_iSnowFallArea;
CSmartPtr<SnowFallEffect> m_pSnowFallEmitter;
Vector m_vecSnowFallEmitOrigin;
float m_flSnowRadius;
Vector m_vecMin;
Vector m_vecMax;
int m_nActiveSnowCount;
int m_aActiveSnow[MAX_SNOW_LIST];
bool m_bRayParticles;
struct SnowFall_t
{
PMaterialHandle m_hMaterial;
CClient_Precipitation *m_pEntity;
SnowFallEffect *m_pEffect;
Vector m_vecMin;
Vector m_vecMax;
};
CUtlVector<SnowFall_t> m_aSnow;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CSnowFallManager::CSnowFallManager( void )
{
m_iSnowFallArea = SNOWFALL_NONE;
m_pSnowFallEmitter = NULL;
m_vecSnowFallEmitOrigin.Init();
m_flSnowRadius = 0.0f;
m_vecMin.Init( FLT_MAX, FLT_MAX, FLT_MAX );
m_vecMax.Init( FLT_MIN, FLT_MIN, FLT_MIN );
m_nActiveSnowCount = 0;
m_aSnow.Purge();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CSnowFallManager::~CSnowFallManager( void )
{
m_aSnow.Purge();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSnowFallManager::CreateEmitter( void )
{
return CreateSnowFallEmitter();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSnowFallManager::SpawnClientEntity( void )
{
m_tSnowFallParticleTimer.Init( 500 );
m_tSnowFallParticleTraceTimer.Init( 6 );
m_iSnowFallArea = SNOWFALL_NONE;
// Have the Snow Fall Manager think for all the snow fall entities.
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSnowFallManager::CreateSnowFallEmitter( void )
{
if ( ( m_pSnowFallEmitter = SnowFallEffect::Create( "snowfall" ) ) == NULL )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSnowFallManager::ClientThink( void )
{
if ( !r_SnowEnable.GetBool() )
return;
// Make sure we have a snow fall emitter.
if ( !m_pSnowFallEmitter )
{
if ( !CreateSnowFallEmitter() )
return;
}
CreateSnowFall();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSnowEntity -
//-----------------------------------------------------------------------------
void CSnowFallManager::AddSnowFallEntity( CClient_Precipitation *pSnowEntity )
{
if ( !pSnowEntity )
return;
int nSnowCount = m_aSnow.Count();
int iSnow = 0;
for ( iSnow = 0; iSnow < nSnowCount; ++iSnow )
{
if ( m_aSnow[iSnow].m_pEntity == pSnowEntity )
break;
}
if ( iSnow != nSnowCount )
return;
iSnow = m_aSnow.AddToTail();
m_aSnow[iSnow].m_pEntity = pSnowEntity;
m_aSnow[iSnow].m_pEffect = SnowFallEffect::Create( "snowfall" );
m_aSnow[iSnow].m_hMaterial = ParticleMgr()->GetPMaterial( "particle/snow" );
VectorCopy( pSnowEntity->WorldAlignMins(), m_aSnow[iSnow].m_vecMin );
VectorCopy( pSnowEntity->WorldAlignMaxs(), m_aSnow[iSnow].m_vecMax );
UpdateBounds( m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSnowFallManager::UpdateBounds( const Vector &vecSnowMin, const Vector &vecSnowMax )
{
int iAxis = 0;
for ( iAxis = 0; iAxis < 3; ++iAxis )
{
if ( vecSnowMin[iAxis] < m_vecMin[iAxis] )
{
m_vecMin[iAxis] = vecSnowMin[iAxis];
}
if ( vecSnowMax[iAxis] > m_vecMax[iAxis] )
{
m_vecMax[iAxis] = vecSnowMax[iAxis];
}
}
Assert( m_pSnowFallEmitter );
m_pSnowFallEmitter->SetBounds( m_vecMin, m_vecMax );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecPoint -
// Output : int
//-----------------------------------------------------------------------------
int CSnowFallManager::StandingInSnowVolume( Vector &vecPoint )
{
trace_t traceSnow;
int nSnowCount = m_aSnow.Count();
int iSnow = 0;
for ( iSnow = 0; iSnow < nSnowCount; ++iSnow )
{
UTIL_TraceModel( vecPoint, vecPoint, vec3_origin, vec3_origin, static_cast<C_BaseEntity*>( m_aSnow[iSnow].m_pEntity ), COLLISION_GROUP_NONE, &traceSnow );
if ( traceSnow.startsolid )
return iSnow;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecCenter -
// flRadius -
//-----------------------------------------------------------------------------
void CSnowFallManager::FindSnowVolumes( Vector &vecCenter, float flRadius, Vector &vecEyePos, Vector &vecForward )
{
// Reset.
m_nActiveSnowCount = 0;
m_bRayParticles = false;
int nSnowCount = m_aSnow.Count();
int iSnow = 0;
for ( iSnow = 0; iSnow < nSnowCount; ++iSnow )
{
// Check to see if the volume is in the PVS.
bool bInPVS = g_pClientLeafSystem->IsRenderableInPVS( m_aSnow[iSnow].m_pEntity->GetClientRenderable() );
if ( !bInPVS )
continue;
// Check to see if a snow volume is inside the given radius.
if ( IsBoxIntersectingSphere( m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax, vecCenter, flRadius ) )
{
m_aActiveSnow[m_nActiveSnowCount] = iSnow;
++m_nActiveSnowCount;
if ( m_nActiveSnowCount >= MAX_SNOW_LIST )
{
DevWarning( 1, "Max Active Snow Volume Count!\n" );
break;
}
}
// Check to see if a snow volume is outside of the sphere radius, but is along line-of-sight.
else
{
CBaseTrace trace;
Vector vecNewForward;
vecNewForward = vecForward * r_SnowRayLength.GetFloat();
vecNewForward.z = 0.0f;
IntersectRayWithBox( vecEyePos, vecNewForward, m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax, 0.325f, &trace );
if ( trace.fraction < 1.0f )
{
m_aActiveSnow[m_nActiveSnowCount] = iSnow;
++m_nActiveSnowCount;
if ( m_nActiveSnowCount >= MAX_SNOW_LIST )
{
DevWarning( 1, "Max Active Snow Volume Count!\n" );
break;
}
m_bRayParticles = true;
}
}
}
// Debugging code!
#ifdef _DEBUG
if ( r_SnowDebugBox.GetFloat() != 0.0f )
{
for ( iSnow = 0; iSnow < m_nActiveSnowCount; ++iSnow )
{
Vector vecCenter, vecMin, vecMax;
vecCenter = ( m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax ) * 0.5;
vecMin = m_aSnow[iSnow].m_vecMin - vecCenter;
vecMax = m_aSnow[iSnow].m_vecMax - vecCenter;
debugoverlay->AddBoxOverlay( vecCenter, vecMin, vecMax, QAngle( 0, 0, 0 ), 200, 0, 0, 25, r_SnowDebugBox.GetFloat() );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSnowFallManager::CreateSnowFall( void )
{
#if 1
VPROF_BUDGET( "SnowFall", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
#endif
// Check to see if we have a local player before starting the snow around a local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer == NULL )
return;
// Get the current frame time.
float flCurrentTime = gpGlobals->frametime;
// Get the players data to determine where the snow emitter should reside.
VectorCopy( pPlayer->EyePosition(), m_vecSnowFallEmitOrigin );
Vector vecForward;
pPlayer->GetVectors( &vecForward, NULL, NULL );
vecForward.z = 0.0f;
Vector vecVelocity = pPlayer->GetAbsVelocity();
float flSpeed = VectorNormalize( vecVelocity );
m_vecSnowFallEmitOrigin += ( vecForward * ( 64.0f + ( flSpeed * 0.4f * r_SnowPosScale.GetFloat() ) ) );
m_vecSnowFallEmitOrigin += ( vecVelocity * ( flSpeed * 1.25f * r_SnowSpeedScale.GetFloat() ) );
// Check to see if the player is zoomed.
bool bZoomed = ( pPlayer->GetFOV() != pPlayer->GetDefaultFOV() );
float flZoomScale = 1.0f;
if ( bZoomed )
{
flZoomScale = pPlayer->GetDefaultFOV() / pPlayer->GetFOV();
flZoomScale *= 0.5f;
}
// Time to test for a snow volume yet? (Only do this 6 times a second!)
if ( m_tSnowFallParticleTraceTimer.NextEvent( flCurrentTime ) )
{
// Reset the active snow emitter.
m_iSnowFallArea = SNOWFALL_NONE;
// Set the trace start and the emit origin.
Vector vecTraceStart;
VectorCopy( pPlayer->EyePosition(), vecTraceStart );
int iSnowVolume = StandingInSnowVolume( vecTraceStart );
if ( iSnowVolume != -1 )
{
m_flSnowRadius = r_SnowInsideRadius.GetFloat() + ( flSpeed * 0.5f );
m_iSnowFallArea = SNOWFALL_AROUND_PLAYER;
}
else
{
m_flSnowRadius = r_SnowOutsideRadius.GetFloat();
}
float flRadius = m_flSnowRadius;
if ( bZoomed )
{
if ( m_iSnowFallArea == SNOWFALL_AROUND_PLAYER )
{
flRadius = r_SnowOutsideRadius.GetFloat() * flZoomScale;
}
else
{
flRadius *= flZoomScale;
}
}
Vector vecEyePos = pPlayer->EyePosition();
FindSnowVolumes( m_vecSnowFallEmitOrigin, flRadius, vecEyePos, vecForward );
if ( m_nActiveSnowCount != 0 && m_iSnowFallArea != SNOWFALL_AROUND_PLAYER )
{
// We found an active snow emitter.
m_iSnowFallArea = SNOWFALL_IN_ENTITY;
}
}
if ( m_iSnowFallArea == SNOWFALL_NONE )
return;
// Set the origin in the snow emitter.
m_pSnowFallEmitter->SetSortOrigin( m_vecSnowFallEmitOrigin );
// Create snow fall particles.
CreateSnowFallParticles( flCurrentTime, m_flSnowRadius, pPlayer->EyePosition(), vecForward, flZoomScale );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flCurrentTime -
// flRadius -
// &vecEyePos -
// &vecForward -
// flZoomScale -
//-----------------------------------------------------------------------------
void CSnowFallManager::CreateSnowFallParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale )
{
// Outside of a snow volume.
if ( m_iSnowFallArea == SNOWFALL_IN_ENTITY )
{
CreateOutsideVolumeSnowParticles( flCurrentTime, flRadius, flZoomScale );
}
// Inside of a snow volume.
else
{
CreateInsideVolumeSnowParticles( flCurrentTime, flRadius, vecEyePos, vecForward, flZoomScale );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flCurrentTime -
// flRadius -
// flZoomScale -
//-----------------------------------------------------------------------------
void CSnowFallManager::CreateOutsideVolumeSnowParticles( float flCurrentTime, float flRadius, float flZoomScale )
{
Vector vecParticleSpawn;
// Outside of a snow volume.
int iSnow = 0;
float flRadiusScaled = flRadius * flZoomScale;
float flRadius2 = flRadiusScaled * flRadiusScaled;
// Add as many particles as we need
while ( m_tSnowFallParticleTimer.NextEvent( flCurrentTime ) )
{
// Check for a max particle count.
if ( m_pSnowFallEmitter->GetParticleCount() >= r_SnowParticles.GetInt() )
continue;
vecParticleSpawn.x = RandomFloat( m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.x, m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.x );
vecParticleSpawn.y = RandomFloat( m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.y, m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.y );
vecParticleSpawn.z = RandomFloat( m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.z, m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.z );
float flDistance2 = ( m_vecSnowFallEmitOrigin - vecParticleSpawn ).LengthSqr();
if ( flDistance2 < flRadius2 )
{
CreateSnowFallParticle( vecParticleSpawn, m_aActiveSnow[iSnow] );
}
iSnow = ( iSnow + 1 ) % m_nActiveSnowCount;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flCurrentTime -
// flRadius -
// &vecEyePos -
// &vecForward -
// flZoomScale -
//-----------------------------------------------------------------------------
void CSnowFallManager::CreateInsideVolumeSnowParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale )
{
Vector vecParticleSpawn;
// Check/Setup for zoom.
bool bZoomed = ( flZoomScale > 1.0f );
float flZoomRadius = 0.0f;
Vector vecZoomEmitOrigin;
if ( bZoomed )
{
vecZoomEmitOrigin = m_vecSnowFallEmitOrigin + ( vecForward * ( r_SnowZoomOffset.GetFloat() * flZoomScale ) );
flZoomRadius = flRadius * flZoomScale;
}
int iIndex = 0;
// Add as many particles as we need
while ( m_tSnowFallParticleTimer.NextEvent( flCurrentTime ) )
{
// Check for a max particle count.
if ( m_pSnowFallEmitter->GetParticleCount() >= r_SnowParticles.GetInt() )
continue;
// Create particle inside of sphere.
if ( iIndex > 0 )
{
CreateSnowParticlesSphere( flZoomRadius );
CreateSnowParticlesRay( flZoomRadius, vecEyePos, vecForward );
}
else
{
CreateSnowParticlesSphere( flRadius );
CreateSnowParticlesRay( flRadius, vecEyePos, vecForward );
}
// Increment if zoomed.
if ( bZoomed )
{
iIndex = ( iIndex + 1 ) % 3;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flRadius -
//-----------------------------------------------------------------------------
void CSnowFallManager::CreateSnowParticlesSphere( float flRadius )
{
Vector vecParticleSpawn;
vecParticleSpawn.x = m_vecSnowFallEmitOrigin.x + RandomFloat( -flRadius, flRadius );
vecParticleSpawn.y = m_vecSnowFallEmitOrigin.y + RandomFloat( -flRadius, flRadius );
vecParticleSpawn.z = m_vecSnowFallEmitOrigin.z + RandomFloat( -flRadius, flRadius );
int iSnow = 0;
for ( iSnow = 0; iSnow < m_nActiveSnowCount; ++iSnow )
{
if ( ( vecParticleSpawn.x < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.x ) || ( vecParticleSpawn.x > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.x ) )
continue;
if ( ( vecParticleSpawn.y < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.y ) || ( vecParticleSpawn.y > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.y ) )
continue;
if ( ( vecParticleSpawn.z < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.z ) || ( vecParticleSpawn.z > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.z ) )
continue;
break;
}
if ( iSnow == m_nActiveSnowCount )
return;
CreateSnowFallParticle( vecParticleSpawn, m_aActiveSnow[iSnow] );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecEyePos -
// &vecForward -
//-----------------------------------------------------------------------------
void CSnowFallManager::CreateSnowParticlesRay( float flRadius, const Vector &vecEyePos, const Vector &vecForward )
{
// Check to see if we should create particles along line-of-sight.
if ( !m_bRayParticles && r_SnowRayEnable.GetBool() )
return;
Vector vecParticleSpawn;
// Create a particle down the player's view beyond the radius.
float flRayRadius = r_SnowRayRadius.GetFloat();
Vector vecNewForward;
vecNewForward = vecForward * RandomFloat( flRadius, r_SnowRayLength.GetFloat() );
vecParticleSpawn.x = vecEyePos.x + vecNewForward.x;
vecParticleSpawn.y = vecEyePos.y + vecNewForward.y;
vecParticleSpawn.z = vecEyePos.z + RandomFloat( 72, flRayRadius );
vecParticleSpawn.x += RandomFloat( -flRayRadius, flRayRadius );
vecParticleSpawn.y += RandomFloat( -flRayRadius, flRayRadius );
int iSnow = 0;
for ( iSnow = 0; iSnow < m_nActiveSnowCount; ++iSnow )
{
if ( ( vecParticleSpawn.x < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.x ) || ( vecParticleSpawn.x > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.x ) )
continue;
if ( ( vecParticleSpawn.y < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.y ) || ( vecParticleSpawn.y > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.y ) )
continue;
if ( ( vecParticleSpawn.z < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.z ) || ( vecParticleSpawn.z > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.z ) )
continue;
break;
}
if ( iSnow == m_nActiveSnowCount )
return;
CreateSnowFallParticle( vecParticleSpawn, m_aActiveSnow[iSnow] );
}
void CSnowFallManager::CreateSnowFallParticle( const Vector &vecParticleSpawn, int iSnow )
{
SimpleParticle *pParticle = ( SimpleParticle* )m_pSnowFallEmitter->AddParticle( sizeof( SimpleParticle ), m_aSnow[iSnow].m_hMaterial, vecParticleSpawn );
if ( pParticle == NULL )
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_vecVelocity = Vector( RandomFloat( -5.0f, 5.0f ), RandomFloat( -5.0f, 5.0f ), ( RandomFloat( -25, -35 ) * r_SnowFallSpeed.GetFloat() ) );
pParticle->m_flDieTime = fabs( ( vecParticleSpawn.z - m_aSnow[iSnow].m_vecMin.z ) / ( pParticle->m_vecVelocity.z - 0.1 ) );
// Probably want to put the color in the snow entity.
// pParticle->m_uchColor[0] = 150;//color;
// pParticle->m_uchColor[1] = 175;//color;
// pParticle->m_uchColor[2] = 200;//color;
pParticle->m_uchColor[0] = r_SnowColorRed.GetInt();
pParticle->m_uchColor[1] = r_SnowColorGreen.GetInt();
pParticle->m_uchColor[2] = r_SnowColorBlue.GetInt();
pParticle->m_uchStartSize = r_SnowStartSize.GetInt();
pParticle->m_uchEndSize = r_SnowEndSize.GetInt();
// pParticle->m_uchStartAlpha = 255;
pParticle->m_uchStartAlpha = r_SnowStartAlpha.GetInt();
pParticle->m_uchEndAlpha = r_SnowEndAlpha.GetInt();
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -0.15f, 0.15f );
pParticle->m_iFlags = SIMPLE_PARTICLE_FLAG_WINDBLOWN;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity )
{
if ( !s_pSnowFallMgr )
{
s_pSnowFallMgr = new CSnowFallManager();
s_pSnowFallMgr->CreateEmitter();
s_pSnowFallMgr->InitializeAsClientEntity( NULL, RENDER_GROUP_OTHER );
if ( !s_pSnowFallMgr )
return false;
}
s_pSnowFallMgr->AddSnowFallEntity( pSnowEntity );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void SnowFallManagerDestroy( void )
{
if ( s_pSnowFallMgr )
{
delete s_pSnowFallMgr;
s_pSnowFallMgr = NULL;
}
}