Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "view.h"
#include "model_types.h"
#include "ivrenderview.h"
#include "engine/ivmodelinfo.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define VIEWER_PADDING 80.0f
class C_FuncAreaPortalWindow : public C_BaseEntity { public: DECLARE_CLIENTCLASS(); DECLARE_CLASS( C_FuncAreaPortalWindow, C_BaseEntity );
// Overrides.
public:
virtual void ComputeFxBlend(); virtual bool IsTransparent(); virtual int DrawModel( int flags ); virtual bool ShouldReceiveProjectedTextures( int flags );
private:
float GetDistanceBlend();
public: float m_flFadeStartDist; // Distance at which it starts fading (when <= this, alpha=m_flTranslucencyLimit).
float m_flFadeDist; // Distance at which it becomes solid.
// 0-1 value - minimum translucency it's allowed to get to.
float m_flTranslucencyLimit;
int m_iBackgroundModelIndex; };
IMPLEMENT_CLIENTCLASS_DT( C_FuncAreaPortalWindow, DT_FuncAreaPortalWindow, CFuncAreaPortalWindow ) RecvPropFloat( RECVINFO( m_flFadeStartDist ) ), RecvPropFloat( RECVINFO( m_flFadeDist ) ), RecvPropFloat( RECVINFO( m_flTranslucencyLimit ) ), RecvPropInt( RECVINFO( m_iBackgroundModelIndex ) ) END_RECV_TABLE()
void C_FuncAreaPortalWindow::ComputeFxBlend() { // We reset our blend down below so pass anything except 0 to the renderer.
m_nRenderFXBlend = 255;
#ifdef _DEBUG
m_nFXComputeFrame = gpGlobals->framecount; #endif
}
bool C_FuncAreaPortalWindow::IsTransparent() { return true; }
int C_FuncAreaPortalWindow::DrawModel( int flags ) { if ( !m_bReadyToDraw ) return 0;
if( !GetModel() ) return 0;
// Make sure we're a brush model.
int modelType = modelinfo->GetModelType( GetModel() ); if( modelType != mod_brush ) return 0;
// Draw the fading version.
render->SetBlend( GetDistanceBlend() );
DrawBrushModelMode_t mode = DBM_DRAW_ALL; if ( flags & STUDIO_TWOPASS ) { mode = ( flags & STUDIO_TRANSPARENCY ) ? DBM_DRAW_TRANSLUCENT_ONLY : DBM_DRAW_OPAQUE_ONLY; }
render->DrawBrushModelEx( this, (model_t *)GetModel(), GetAbsOrigin(), GetAbsAngles(), mode );
// Draw the optional foreground model next.
// Only use the alpha in the texture from the thing in the front.
if (m_iBackgroundModelIndex >= 0) { render->SetBlend( 1 ); model_t *pBackground = ( model_t * )modelinfo->GetModel( m_iBackgroundModelIndex ); if( pBackground && modelinfo->GetModelType( pBackground ) == mod_brush ) { render->DrawBrushModelEx( this, pBackground, GetAbsOrigin(), GetAbsAngles(), mode ); } }
return 1; }
float C_FuncAreaPortalWindow::GetDistanceBlend() { // Get the viewer's distance to us.
float flDist = CollisionProp()->CalcDistanceFromPoint( CurrentViewOrigin() ); C_BasePlayer *local = C_BasePlayer::GetLocalPlayer(); if ( local ) { flDist *= local->GetFOVDistanceAdjustFactor(); } return RemapValClamped( flDist, m_flFadeStartDist, m_flFadeDist, m_flTranslucencyLimit, 1 ); }
bool C_FuncAreaPortalWindow::ShouldReceiveProjectedTextures( int flags ) { return false; }
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