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https://github.com/nillerusr/source-engine.git
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92 lines
2.6 KiB
C++
92 lines
2.6 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 "proxyentity.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imaterial.h"
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#include "view.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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//-----------------------------------------------------------------------------
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// Purpose: Used for 'card' beams on lamps, this material fades the sprite out
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// as the viewer nears, so that the viewer can't see that the effect is really
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// a card.
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//-----------------------------------------------------------------------------
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class CLampBeamProxy : public CEntityMaterialProxy
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{
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public:
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CLampBeamProxy( void );
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virtual ~CLampBeamProxy( void );
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virtual bool Init( IMaterial *pMaterial, KeyValues* pKeyValues );
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virtual void OnBind( C_BaseEntity *pC_BaseEntity );
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virtual IMaterial * GetMaterial();
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private:
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IMaterialVar *m_pFadeValue;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CLampBeamProxy::CLampBeamProxy( void )
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{
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m_pFadeValue = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CLampBeamProxy::~CLampBeamProxy( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get pointer to the color value
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// Input : *pMaterial -
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//-----------------------------------------------------------------------------
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bool CLampBeamProxy::Init( IMaterial *pMaterial, KeyValues* pKeyValues )
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{
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assert( pMaterial );
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// Need to get the color variable.
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bool found;
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m_pFadeValue = pMaterial->FindVar( "$alpha", &found );
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return found;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pC_BaseEntity -
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//-----------------------------------------------------------------------------
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#define FADE_DIST 150
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void CLampBeamProxy::OnBind( C_BaseEntity *pEnt )
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{
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if ( !m_pFadeValue )
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return;
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Vector vecLocal = pEnt->GetAbsOrigin() - CurrentViewOrigin();
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VectorNormalize( vecLocal );
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float fade = 1.0 - fabs( vecLocal.z );
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m_pFadeValue->SetFloatValue( fade );
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}
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IMaterial *CLampBeamProxy::GetMaterial()
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{
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if ( !m_pFadeValue )
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return NULL;
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return m_pFadeValue->GetOwningMaterial();
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}
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EXPOSE_INTERFACE( CLampBeamProxy, IMaterialProxy, "lampbeam" IMATERIAL_PROXY_INTERFACE_VERSION );
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