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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_sun.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static void RecvProxy_HDRColorScale( const CRecvProxyData *pData, void *pStruct, void *pOut ) { C_Sun *pSun = ( C_Sun * )pStruct;
pSun->m_Overlay.m_flHDRColorScale = pData->m_Value.m_Float; pSun->m_GlowOverlay.m_flHDRColorScale = pData->m_Value.m_Float; }
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_Sun, DT_Sun, CSun ) RecvPropInt( RECVINFO(m_clrRender), 0, RecvProxy_Int32ToColor32 ), RecvPropInt( RECVINFO(m_clrOverlay), 0, RecvProxy_Int32ToColor32 ), RecvPropVector( RECVINFO( m_vDirection ) ), RecvPropInt( RECVINFO( m_bOn ) ), RecvPropInt( RECVINFO( m_nSize ) ), RecvPropInt( RECVINFO( m_nOverlaySize ) ), RecvPropInt( RECVINFO( m_nMaterial ) ), RecvPropInt( RECVINFO( m_nOverlayMaterial ) ), RecvPropFloat("HDRColorScale", 0, SIZEOF_IGNORE, 0, RecvProxy_HDRColorScale), END_RECV_TABLE()
C_Sun::C_Sun() { m_Overlay.m_bDirectional = true; m_Overlay.m_bInSky = true;
m_GlowOverlay.m_bDirectional = true; m_GlowOverlay.m_bInSky = true; }
C_Sun::~C_Sun() { }
void C_Sun::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
// We have to do special setup on our colors because we're tinting an additive material.
// If we don't have at least one component at full strength, the luminosity of the material
// will change and that will cause the material to become more translucent This would be incorrect
// for the sun, which should always be completely opaque at its core. Here, we renormalize the
// components to make sure only hue is altered.
color24 c = GetRenderColor(); float maxComponent = MAX( c.r, MAX( c.g, c.b ) );
Vector vOverlayColor; Vector vMainColor;
// Re-normalize the color ranges
if ( maxComponent <= 0.0f ) { // This is an error, set to pure white
vMainColor.Init( 1.0f, 1.0f, 1.0f ); } else { vMainColor.x = c.r / maxComponent; vMainColor.y = c.g / maxComponent; vMainColor.z = c.b / maxComponent; } // If we're non-zero, use the value (otherwise use the value we calculated above)
if ( m_clrOverlay.r != 0 || m_clrOverlay.g != 0 || m_clrOverlay.b != 0 ) { // Get our overlay color
vOverlayColor.x = m_clrOverlay.r / 255.0f; vOverlayColor.y = m_clrOverlay.g / 255.0f; vOverlayColor.z = m_clrOverlay.b / 255.0f; } else { vOverlayColor = vMainColor; }
//
// Setup the core overlay
//
m_Overlay.m_vDirection = m_vDirection; m_Overlay.m_nSprites = 1;
m_Overlay.m_Sprites[0].m_vColor = vMainColor; m_Overlay.m_Sprites[0].m_flHorzSize = m_nSize; m_Overlay.m_Sprites[0].m_flVertSize = m_nSize;
const model_t* pModel = (m_nMaterial != 0) ? modelinfo->GetModel( m_nMaterial ) : NULL; const char *pModelName = pModel ? modelinfo->GetModelName( pModel ) : ""; m_Overlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER ); m_Overlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen
//
// Setup the external glow overlay
//
m_GlowOverlay.m_vDirection = m_vDirection; m_GlowOverlay.m_nSprites = 1;
m_GlowOverlay.m_Sprites[0].m_vColor = vOverlayColor; m_GlowOverlay.m_Sprites[0].m_flHorzSize = m_nOverlaySize; m_GlowOverlay.m_Sprites[0].m_flVertSize = m_nOverlaySize;
pModel = (m_nOverlayMaterial != 0) ? modelinfo->GetModel( m_nOverlayMaterial ) : NULL; pModelName = pModel ? modelinfo->GetModelName( pModel ) : ""; m_GlowOverlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER );
// This texture will fade away as the dot between camera and sun changes
m_GlowOverlay.SetModulateByDot(); m_GlowOverlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen
// Either activate or deactivate.
if ( m_bOn ) { m_Overlay.Activate(); m_GlowOverlay.Activate(); } else { m_Overlay.Deactivate(); m_GlowOverlay.Deactivate(); } }
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