//========= 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 );