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game/client/fx_quad.h
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90
game/client/fx_quad.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "clientsideeffects.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialsystem.h"
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#ifndef FX_QUAD_H
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#define FX_QUAD_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Flags
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#define FXQUAD_BIAS_SCALE 0x0001 //Bias the scale's interpolation function
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#define FXQUAD_BIAS_ALPHA 0x0002 //Bias the alpha's interpolation function
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#define FXQUAD_COLOR_FADE 0x0004 //Blend the color towards black via the alpha (overcomes additive ignoring alpha)
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struct FXQuadData_t
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{
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FXQuadData_t( void )
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{
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m_flLifeTime = 0.0f;
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m_flDieTime = 0.0f;
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m_uiFlags = 0;
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}
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void SetFlags( unsigned int flags ) { m_uiFlags |= flags; }
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void SetOrigin( const Vector &origin ) { m_vecOrigin = origin; }
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void SetNormal( const Vector &normal ) { m_vecNormal = normal; }
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void SetScale( float start, float end ) { m_flStartScale = start; m_flEndScale = end; }
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void SetAlpha( float start, float end ) { m_flStartAlpha = start; m_flEndAlpha = end; }
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void SetLifeTime( float lifetime ) { m_flDieTime = lifetime; }
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void SetColor( float r, float g, float b ) { m_Color = Vector( r, g, b ); }
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void SetAlphaBias( float bias ) { m_flAlphaBias = bias; }
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void SetScaleBias( float bias ) { m_flScaleBias = bias; }
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void SetYaw( float yaw, float delta = 0.0f ){ m_flYaw = yaw; m_flDeltaYaw = delta; }
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void SetMaterial( const char *shader )
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{
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m_pMaterial = materials->FindMaterial( shader, TEXTURE_GROUP_CLIENT_EFFECTS );
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if ( m_pMaterial != NULL )
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{
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m_pMaterial->IncrementReferenceCount();
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}
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}
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unsigned int m_uiFlags;
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IMaterial *m_pMaterial;
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Vector m_vecOrigin;
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Vector m_vecNormal;
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float m_flStartScale;
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float m_flEndScale;
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float m_flDieTime;
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float m_flLifeTime;
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float m_flStartAlpha;
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float m_flEndAlpha;
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Vector m_Color;
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float m_flYaw;
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float m_flDeltaYaw;
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// Only used with FXQUAD_BIAS_ALPHA and FXQUAD_BIAS_SCALE
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float m_flScaleBias;
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float m_flAlphaBias;
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};
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class CFXQuad : public CClientSideEffect
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{
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public:
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CFXQuad( const FXQuadData_t &data );
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~CFXQuad( void );
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virtual void Draw( double frametime );
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virtual bool IsActive( void );
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virtual void Destroy( void );
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virtual void Update( double frametime );
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protected:
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FXQuadData_t m_FXData;
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};
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#endif // FX_QUAD_H
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