hl2_src-leak-2017/src/game/client/lampbeamproxy.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "proxyentity.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterial.h"
#include "view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Used for 'card' beams on lamps, this material fades the sprite out
// as the viewer nears, so that the viewer can't see that the effect is really
// a card.
//-----------------------------------------------------------------------------
class CLampBeamProxy : public CEntityMaterialProxy
{
public:
CLampBeamProxy( void );
virtual ~CLampBeamProxy( void );
virtual bool Init( IMaterial *pMaterial, KeyValues* pKeyValues );
virtual void OnBind( C_BaseEntity *pC_BaseEntity );
virtual IMaterial * GetMaterial();
private:
IMaterialVar *m_pFadeValue;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CLampBeamProxy::CLampBeamProxy( void )
{
m_pFadeValue = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CLampBeamProxy::~CLampBeamProxy( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Get pointer to the color value
// Input : *pMaterial -
//-----------------------------------------------------------------------------
bool CLampBeamProxy::Init( IMaterial *pMaterial, KeyValues* pKeyValues )
{
assert( pMaterial );
// Need to get the color variable.
bool found;
m_pFadeValue = pMaterial->FindVar( "$alpha", &found );
return found;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pC_BaseEntity -
//-----------------------------------------------------------------------------
#define FADE_DIST 150
void CLampBeamProxy::OnBind( C_BaseEntity *pEnt )
{
if ( !m_pFadeValue )
return;
Vector vecLocal = pEnt->GetAbsOrigin() - CurrentViewOrigin();
VectorNormalize( vecLocal );
float fade = 1.0 - fabs( vecLocal.z );
m_pFadeValue->SetFloatValue( fade );
}
IMaterial *CLampBeamProxy::GetMaterial()
{
if ( !m_pFadeValue )
return NULL;
return m_pFadeValue->GetOwningMaterial();
}
EXPOSE_INTERFACE( CLampBeamProxy, IMaterialProxy, "lampbeam" IMATERIAL_PROXY_INTERFACE_VERSION );