Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Material proxy to stuff a convar into a material var.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
// identifier was truncated to '255' characters in the debug information
//#pragma warning(disable: 4786)
#include "convar.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterialvar.h"
#include "imaterialproxydict.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
class CConVarMaterialProxy: public IMaterialProxy
{
public:
CConVarMaterialProxy()
: m_pResult( NULL ),
m_conVarRef( "", true )
{
}
virtual ~CConVarMaterialProxy()
{
}
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
const char *pResult = pKeyValues->GetString( "resultVar" );
if ( !pResult )
return false;
bool found;
m_pResult = pMaterial->FindVar( pResult, &found );
if ( !found )
{
m_pResult = NULL;
return false;
}
if ( !Q_stricmp( pResult, "$alpha" ) )
{
pMaterial->SetMaterialVarFlag( MATERIAL_VAR_ALPHA_MODIFIED_BY_PROXY, true );
}
pResult = pKeyValues->GetString( "convar" );
if( !pResult )
{
return false;
}
m_conVarRef.Init( pResult, false );
if ( !m_conVarRef.IsValid() )
{
return false;
}
return true;
}
virtual void OnBind( void* )
{
switch( m_pResult->GetType() )
{
case MATERIAL_VAR_TYPE_VECTOR:
{
float f = m_conVarRef.GetFloat();
Vector4D vec( f, f, f, f );
m_pResult->SetVecValue( vec.Base(), m_pResult->VectorSize() );
}
break;
case MATERIAL_VAR_TYPE_INT:
m_pResult->SetIntValue( m_conVarRef.GetInt() );
break;
case MATERIAL_VAR_TYPE_FLOAT:
default:
m_pResult->SetFloatValue( m_conVarRef.GetFloat() );
break;
}
}
virtual IMaterial *GetMaterial()
{
return m_pResult->GetOwningMaterial();
}
virtual void Release()
{
delete this;
}
protected:
IMaterialVar *m_pResult;
ConVarRef m_conVarRef;
};
EXPOSE_MATERIAL_PROXY( CConVarMaterialProxy, ConVar );