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https://github.com/nillerusr/source-engine.git
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128 lines
3.8 KiB
C++
128 lines
3.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include <KeyValues.h>
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/itexture.h"
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#include "proxyentity.h"
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#include "functionproxy.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define DEFAULT_OPEN_PUPIL_RATE 0.03
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#define DEFAULT_CLOSE_PUPIL_RATE 0.1
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//-----------------------------------------------------------------------------
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// Returns the proximity of the player to the entity
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//-----------------------------------------------------------------------------
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class CPupilProxy : public CEntityMaterialProxy
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{
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public:
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bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
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virtual void OnBind( C_BaseEntity *pBaseEntity );
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virtual IMaterial *GetMaterial();
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private:
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IMaterialVar *m_pAnimatedTextureVar;
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IMaterialVar *m_pAnimatedTextureFrameNumVar;
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IMaterialVar *m_pLightingVar;
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CFloatInput m_flPupilCloseRate;
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CFloatInput m_flPupilOpenRate;
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};
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bool CPupilProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
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{
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char const* pAnimatedTextureVarName = pKeyValues->GetString( "TextureVar" );
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if( !pAnimatedTextureVarName )
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return false;
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bool foundVar;
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m_pAnimatedTextureVar = pMaterial->FindVar( pAnimatedTextureVarName, &foundVar, false );
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if( !foundVar )
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return false;
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char const* pAnimatedTextureFrameNumVarName = pKeyValues->GetString( "TextureFrameNumVar" );
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if( !pAnimatedTextureFrameNumVarName )
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return false;
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m_pAnimatedTextureFrameNumVar = pMaterial->FindVar( pAnimatedTextureFrameNumVarName, &foundVar, false );
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if( !foundVar )
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return false;
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m_pLightingVar = pMaterial->FindVar( "$lighting", &foundVar, false );
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if( !foundVar )
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{
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Warning("Materials using the pupil proxy must have a field called $lighting which has a value of 0.5!\n" );
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return false;
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}
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m_flPupilCloseRate.Init( pMaterial, pKeyValues, "PupilCloseRate", DEFAULT_CLOSE_PUPIL_RATE );
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m_flPupilOpenRate.Init( pMaterial, pKeyValues, "PupilOpenRate", DEFAULT_OPEN_PUPIL_RATE );
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return true;
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}
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void CPupilProxy::OnBind( C_BaseEntity *pBaseEntity )
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{
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if (!pBaseEntity || !m_pAnimatedTextureVar )
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return;
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if( m_pAnimatedTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
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return;
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ITexture *pTexture = m_pAnimatedTextureVar->GetTextureValue();
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int nFrameCount = pTexture->GetNumAnimationFrames();
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// Compute the lighting at the eye position of the entity; use it to dialate the pupil
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Vector forward;
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pBaseEntity->GetVectors( &forward, NULL, NULL );
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Vector eyePt = pBaseEntity->EyePosition();
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Vector color;
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engine->ComputeLighting( eyePt, &forward, false, color );
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// Compute the intensity...
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float flIntensity = ( 0.299f * color[0] + 0.587f * color[1] + 0.114f * color[2] ) * 0.5;
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flIntensity = clamp( flIntensity, 0.f, 1.f );
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float flLastIntensity = m_pLightingVar->GetFloatValue( );
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if ( flIntensity > flLastIntensity )
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{
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float flMaxChange = m_flPupilCloseRate.GetFloat() * gpGlobals->frametime;
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if ( flIntensity > (flMaxChange + flLastIntensity) )
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{
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flIntensity = flLastIntensity + flMaxChange;
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}
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}
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else
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{
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float flMaxChange = m_flPupilOpenRate.GetFloat() * gpGlobals->frametime;
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if ( flIntensity < (flLastIntensity - flMaxChange) )
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{
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flIntensity = flLastIntensity - flMaxChange;
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}
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}
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int nFrame = nFrameCount * flIntensity;
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nFrame = clamp( nFrame, 0, nFrameCount - 1 );
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m_pAnimatedTextureFrameNumVar->SetIntValue( nFrame );
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m_pLightingVar->SetFloatValue( flIntensity );
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}
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IMaterial *CPupilProxy::GetMaterial()
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{
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if ( !m_pAnimatedTextureVar )
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return NULL;
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return m_pAnimatedTextureVar->GetOwningMaterial();
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}
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EXPOSE_INTERFACE( CPupilProxy, IMaterialProxy, "Pupil" IMATERIAL_PROXY_INTERFACE_VERSION );
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