//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "ClientEffectPrecacheSystem.h" #include "FX_Sparks.h" #include "iefx.h" #include "c_te_effect_dispatch.h" #include "particles_ez.h" #include "decals.h" #include "engine/IEngineSound.h" #include "fx_quad.h" #include "tier0/vprof.h" #include "fx.h" #include "fx_water.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectSplash ) CLIENTEFFECT_MATERIAL( "effects/splash1" ) CLIENTEFFECT_MATERIAL( "effects/splash2" ) CLIENTEFFECT_MATERIAL( "effects/splash4" ) CLIENTEFFECT_MATERIAL( "effects/splashwake1" ) CLIENTEFFECT_MATERIAL( "effects/slime1" ) CLIENTEFFECT_REGISTER_END() #define SPLASH_MIN_SPEED 50.0f #define SPLASH_MAX_SPEED 100.0f ConVar cl_show_splashes( "cl_show_splashes", "1" ); static Vector s_vecSlimeColor( 46.0f/255.0f, 90.0f/255.0f, 36.0f/255.0f ); // Each channel does not contribute to the luminosity equally, as represented here #define RED_CHANNEL_CONTRIBUTION 0.30f #define GREEN_CHANNEL_CONTRIBUTION 0.59f #define BLUE_CHANNEL_CONTRIBUTION 0.11f //----------------------------------------------------------------------------- // Purpose: Returns a normalized tint and luminosity for a specified color // Input : &color - normalized input color to extract information from // *tint - normalized tint of that color // *luminosity - normalized luminosity of that color //----------------------------------------------------------------------------- void UTIL_GetNormalizedColorTintAndLuminosity( const Vector &color, Vector *tint, float *luminosity ) { // Give luminosity if requested if ( luminosity != NULL ) { // Each channel contributes differently than the others *luminosity = ( color.x * RED_CHANNEL_CONTRIBUTION ) + ( color.y * GREEN_CHANNEL_CONTRIBUTION ) + ( color.z * BLUE_CHANNEL_CONTRIBUTION ); } // Give tint if requested if ( tint != NULL ) { if ( color == vec3_origin ) { *tint = vec3_origin; } else { float maxComponent = max( color.x, max( color.y, color.z ) ); *tint = color / maxComponent; } } } //----------------------------------------------------------------------------- // Purpose: Retrieve and alter lighting for splashes // Input : position - point to check // *color - tint of the lighting at this point // *luminosity - adjusted luminosity at this point //----------------------------------------------------------------------------- inline void FX_GetSplashLighting( Vector position, Vector *color, float *luminosity ) { // Compute our lighting at our position Vector totalColor = engine->GetLightForPoint( position, true ); // Get our lighting information UTIL_GetNormalizedColorTintAndLuminosity( totalColor, color, luminosity ); // Fake a specular highlight (too dim otherwise) if ( luminosity != NULL ) { *luminosity = min( 1.0f, (*luminosity) * 4.0f ); // Clamp so that we never go completely translucent if ( *luminosity < 0.25f ) { *luminosity = 0.25f; } } // Only take a quarter of the tint, mostly we want to be white if ( color != NULL ) { (*color) = ( (*color) * 0.25f ) + Vector( 0.75f, 0.75f, 0.75f ); } } //----------------------------------------------------------------------------- // Purpose: // Input : &origin - // &normal - // scale - //----------------------------------------------------------------------------- void FX_WaterRipple( const Vector &origin, float scale, Vector *pColor, float flLifetime, float flAlpha ) { VPROF_BUDGET( "FX_WaterRipple", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); trace_t tr; Vector color = pColor ? *pColor : Vector( 0.8f, 0.8f, 0.75f ); Vector startPos = origin + Vector(0,0,8); Vector endPos = origin + Vector(0,0,-64); UTIL_TraceLine( startPos, endPos, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction < 1.0f ) { //Add a ripple quad to the surface FX_AddQuad( tr.endpos + ( tr.plane.normal * 0.5f ), tr.plane.normal, 16.0f*scale, 128.0f*scale, 0.7f, flAlpha, // start alpha 0.0f, // end alpha 0.25f, random->RandomFloat( 0, 360 ), random->RandomFloat( -16.0f, 16.0f ), color, flLifetime, "effects/splashwake1", (FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) ); } } //----------------------------------------------------------------------------- // Purpose: // Input : &origin - // &normal - //----------------------------------------------------------------------------- void FX_GunshotSplash( const Vector &origin, const Vector &normal, float scale ) { VPROF_BUDGET( "FX_GunshotSplash", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); if ( cl_show_splashes.GetBool() == false ) return; Vector color; float luminosity; // Get our lighting information FX_GetSplashLighting( origin + ( normal * scale ), &color, &luminosity ); float flScale = scale / 8.0f; if ( flScale > 4.0f ) { flScale = 4.0f; } // Setup our trail emitter CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" ); if ( !sparkEmitter ) return; sparkEmitter->SetSortOrigin( origin ); sparkEmitter->m_ParticleCollision.SetGravity( 800.0f ); sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); sparkEmitter->SetVelocityDampen( 2.0f ); sparkEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 32 ), origin + Vector( 32, 32, 32 ) ); PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/splash2" ); TrailParticle *tParticle; Vector offDir; Vector offset; float colorRamp; //Dump out drops for ( int i = 0; i < 16; i++ ) { offset = origin; offset[0] += random->RandomFloat( -8.0f, 8.0f ) * flScale; offset[1] += random->RandomFloat( -8.0f, 8.0f ) * flScale; tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); if ( tParticle == NULL ) break; tParticle->m_flLifetime = 0.0f; tParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); offDir = normal + RandomVector( -0.8f, 0.8f ); tParticle->m_vecVelocity = offDir * random->RandomFloat( SPLASH_MIN_SPEED * flScale * 3.0f, SPLASH_MAX_SPEED * flScale * 3.0f ); tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 64.0f ) * flScale; tParticle->m_flWidth = random->RandomFloat( 1.0f, 3.0f ); tParticle->m_flLength = random->RandomFloat( 0.025f, 0.05f ); colorRamp = random->RandomFloat( 0.75f, 1.25f ); tParticle->m_color.r = min( 1.0f, color[0] * colorRamp ) * 255; tParticle->m_color.g = min( 1.0f, color[1] * colorRamp ) * 255; tParticle->m_color.b = min( 1.0f, color[2] * colorRamp ) * 255; tParticle->m_color.a = luminosity * 255; } // Setup the particle emitter CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" ); pSimple->SetSortOrigin( origin ); pSimple->SetClipHeight( origin.z ); pSimple->SetParticleCullRadius( scale * 2.0f ); pSimple->GetBinding().SetBBox( origin - Vector( 32, 32, 32 ), origin + Vector( 32, 32, 32 ) ); SimpleParticle *pParticle; //Main gout for ( int i = 0; i < 8; i++ ) { pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, origin ); if ( pParticle == NULL ) break; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 2.0f; //NOTENOTE: We use a clip plane to realistically control our lifespan pParticle->m_vecVelocity.Random( -0.2f, 0.2f ); pParticle->m_vecVelocity += ( normal * random->RandomFloat( 4.0f, 6.0f ) ); VectorNormalize( pParticle->m_vecVelocity ); pParticle->m_vecVelocity *= 50 * flScale * (8-i); colorRamp = random->RandomFloat( 0.75f, 1.25f ); pParticle->m_uchColor[0] = min( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = min( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = min( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f ); pParticle->m_uchEndSize = min( 255, pParticle->m_uchStartSize * 2 ); pParticle->m_uchStartAlpha = RemapValClamped( i, 7, 0, 255, 32 ) * luminosity; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f ); } // Do a ripple FX_WaterRipple( origin, flScale, &color, 1.5f, luminosity ); //Play a sound CLocalPlayerFilter filter; EmitSound_t ep; ep.m_nChannel = CHAN_VOICE; ep.m_pSoundName = "Physics.WaterSplash"; ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM; ep.m_pOrigin = &origin; C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep ); } //----------------------------------------------------------------------------- // Purpose: // Input : &origin - // &normal - // scale - // *pColor - //----------------------------------------------------------------------------- void FX_GunshotSlimeSplash( const Vector &origin, const Vector &normal, float scale ) { if ( cl_show_splashes.GetBool() == false ) return; VPROF_BUDGET( "FX_GunshotSlimeSplash", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); float colorRamp; float flScale = min( 1.0f, scale / 8.0f ); PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/slime1" ); PMaterialHandle hMaterial2 = ParticleMgr()->GetPMaterial( "effects/splash4" ); Vector color; float luminosity; // Get our lighting information FX_GetSplashLighting( origin + ( normal * scale ), &color, &luminosity ); Vector offDir; Vector offset; TrailParticle *tParticle; CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" ); if ( !sparkEmitter ) return; sparkEmitter->SetSortOrigin( origin ); sparkEmitter->m_ParticleCollision.SetGravity( 800.0f ); sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); sparkEmitter->SetVelocityDampen( 2.0f ); if ( IsXbox() ) { sparkEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 64 ), origin + Vector( 32, 32, 64 ) ); } //Dump out drops for ( int i = 0; i < 24; i++ ) { offset = origin; offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale; offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale; tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); if ( tParticle == NULL ) break; tParticle->m_flLifetime = 0.0f; tParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); offDir = normal + RandomVector( -0.6f, 0.6f ); tParticle->m_vecVelocity = offDir * random->RandomFloat( SPLASH_MIN_SPEED * flScale * 3.0f, SPLASH_MAX_SPEED * flScale * 3.0f ); tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 64.0f ) * flScale; tParticle->m_flWidth = random->RandomFloat( 3.0f, 6.0f ) * flScale; tParticle->m_flLength = random->RandomFloat( 0.025f, 0.05f ) * flScale; colorRamp = random->RandomFloat( 0.75f, 1.25f ); tParticle->m_color.r = min( 1.0f, color.x * colorRamp ) * 255; tParticle->m_color.g = min( 1.0f, color.y * colorRamp ) * 255; tParticle->m_color.b = min( 1.0f, color.z * colorRamp ) * 255; tParticle->m_color.a = 255 * luminosity; } // Setup splash emitter CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" ); pSimple->SetSortOrigin( origin ); pSimple->SetClipHeight( origin.z ); pSimple->SetParticleCullRadius( scale * 2.0f ); if ( IsXbox() ) { pSimple->GetBinding().SetBBox( origin - Vector( 32, 32, 64 ), origin + Vector( 32, 32, 64 ) ); } SimpleParticle *pParticle; // Tint colorRamp = random->RandomFloat( 0.75f, 1.0f ); color = Vector( 1.0f, 0.8f, 0.0f ) * color * colorRamp; //Main gout for ( int i = 0; i < 8; i++ ) { pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial2, origin ); if ( pParticle == NULL ) break; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 2.0f; //NOTENOTE: We use a clip plane to realistically control our lifespan pParticle->m_vecVelocity.Random( -0.2f, 0.2f ); pParticle->m_vecVelocity += ( normal * random->RandomFloat( 4.0f, 6.0f ) ); VectorNormalize( pParticle->m_vecVelocity ); pParticle->m_vecVelocity *= 50 * flScale * (8-i); colorRamp = random->RandomFloat( 0.75f, 1.25f ); pParticle->m_uchColor[0] = min( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = min( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = min( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f ); pParticle->m_uchEndSize = min( 255, pParticle->m_uchStartSize * 2 ); pParticle->m_uchStartAlpha = RemapValClamped( i, 7, 0, 255, 32 ) * luminosity; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f ); } //Play a sound CLocalPlayerFilter filter; EmitSound_t ep; ep.m_nChannel = CHAN_VOICE; ep.m_pSoundName = "Physics.WaterSplash"; ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM; ep.m_pOrigin = &origin; C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void SplashCallback( const CEffectData &data ) { Vector normal; AngleVectors( data.m_vAngles, &normal ); if ( data.m_fFlags & FX_WATER_IN_SLIME ) { FX_GunshotSlimeSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale ); } else { FX_GunshotSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale ); } } DECLARE_CLIENT_EFFECT( "watersplash", SplashCallback ); //----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void GunshotSplashCallback( const CEffectData &data ) { if ( data.m_fFlags & FX_WATER_IN_SLIME ) { FX_GunshotSlimeSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale ); } else { FX_GunshotSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale ); } } DECLARE_CLIENT_EFFECT( "gunshotsplash", GunshotSplashCallback ); //----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void RippleCallback( const CEffectData &data ) { float flScale = data.m_flScale / 8.0f; Vector color; float luminosity; // Get our lighting information FX_GetSplashLighting( data.m_vOrigin + ( Vector(0,0,1) * 4.0f ), &color, &luminosity ); FX_WaterRipple( data.m_vOrigin, flScale, &color, 1.5f, luminosity ); } DECLARE_CLIENT_EFFECT( "waterripple", RippleCallback ); //----------------------------------------------------------------------------- // Purpose: // Input : *pDebugName - // Output : WaterDebrisEffect* //----------------------------------------------------------------------------- WaterDebrisEffect* WaterDebrisEffect::Create( const char *pDebugName ) { return new WaterDebrisEffect( pDebugName ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pParticle - // timeDelta - // Output : float //----------------------------------------------------------------------------- float WaterDebrisEffect::UpdateAlpha( const SimpleParticle *pParticle ) { return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pParticle - // timeDelta - // Output : float //----------------------------------------------------------------------------- float CSplashParticle::UpdateRoll( SimpleParticle *pParticle, float timeDelta ) { pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta; pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -4.0f ); //Cap the minimum roll if ( fabs( pParticle->m_flRollDelta ) < 0.5f ) { pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f; } return pParticle->m_flRoll; } //----------------------------------------------------------------------------- // Purpose: // Input : *pParticle - // timeDelta - //----------------------------------------------------------------------------- void CSplashParticle::UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) { //Decellerate static float dtime; static float decay; if ( dtime != timeDelta ) { dtime = timeDelta; float expected = 3.0f; decay = exp( log( 0.0001f ) * dtime / expected ); } pParticle->m_vecVelocity *= decay; pParticle->m_vecVelocity[2] -= ( 800.0f * timeDelta ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pParticle - // Output : float //----------------------------------------------------------------------------- float CSplashParticle::UpdateAlpha( const SimpleParticle *pParticle ) { if ( m_bUseClipHeight ) { float flAlpha = pParticle->m_uchStartAlpha / 255.0f; return flAlpha * RemapValClamped(pParticle->m_Pos.z, m_flClipHeight, m_flClipHeight - ( UpdateScale( pParticle ) * 0.5f ), 1.0f, 0.0f ); } return (pParticle->m_uchStartAlpha/255.0f) + ( (float)(pParticle->m_uchEndAlpha/255.0f) - (float)(pParticle->m_uchStartAlpha/255.0f) ) * (pParticle->m_flLifetime / pParticle->m_flDieTime); } //----------------------------------------------------------------------------- // Purpose: // Input : &clipPlane - //----------------------------------------------------------------------------- void CSplashParticle::SetClipHeight( float flClipHeight ) { m_bUseClipHeight = true; m_flClipHeight = flClipHeight; } //----------------------------------------------------------------------------- // Purpose: // Input : *pIterator - //----------------------------------------------------------------------------- void CSplashParticle::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; // Clip by height if requested if ( m_bUseClipHeight ) { // See if we're below, and therefore need to clip if ( pParticle->m_Pos.z + UpdateScale( pParticle ) < m_flClipHeight ) { pIterator->RemoveParticle( pParticle ); pParticle = (SimpleParticle*)pIterator->GetNext(); continue; } } //Should this particle die? pParticle->m_flLifetime += timeDelta; UpdateRoll( pParticle, timeDelta ); if ( pParticle->m_flLifetime >= pParticle->m_flDieTime ) pIterator->RemoveParticle( pParticle ); pParticle = (SimpleParticle*)pIterator->GetNext(); } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |