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

104 lines
2.8 KiB
C++

//========= 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 halos on lamps, this material fades the sprite IN
// as the viewer nears.
//-----------------------------------------------------------------------------
class CLampHaloProxy : public CEntityMaterialProxy
{
public:
CLampHaloProxy( void );
virtual ~CLampHaloProxy( void );
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( C_BaseEntity *pC_BaseEntity );
virtual IMaterial * GetMaterial();
private:
IMaterialVar *m_pFadeValue;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CLampHaloProxy::CLampHaloProxy( void )
{
m_pFadeValue = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CLampHaloProxy::~CLampHaloProxy( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Get pointer to the color value
// Input : *pMaterial -
//-----------------------------------------------------------------------------
bool CLampHaloProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
assert( pMaterial );
// Get pointers to material vars.
// 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 CLampHaloProxy::OnBind( C_BaseEntity *pEnt )
{
if ( !m_pFadeValue )
return;
Vector vecLocal = pEnt->GetAbsOrigin() - CurrentViewOrigin();
VectorNormalize( vecLocal );
float fade = fabs( vecLocal.z );
// I hate these magic numbers here, will have to revise
// (sjb)
if( fade < 0.25 )
{
fade = 0.0;
}
else
{
fade = MIN( (fade - 0.25) * 1.35, 1.0f );
}
m_pFadeValue->SetFloatValue( fade );
}
IMaterial *CLampHaloProxy::GetMaterial()
{
if ( !m_pFadeValue )
return NULL;
return m_pFadeValue->GetOwningMaterial();
}
EXPOSE_INTERFACE( CLampHaloProxy, IMaterialProxy, "lamphalo" IMATERIAL_PROXY_INTERFACE_VERSION );