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 "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterialsystem.h"
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// $sineVar : name of variable that controls the alpha level (float)
class CShieldProxy : public CEntityMaterialProxy { public: CShieldProxy(); virtual ~CShieldProxy(); virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); virtual void OnBind( C_BaseEntity *pC_BaseEntity ); virtual IMaterial *GetMaterial();
private: IMaterialVar *m_AlphaVar; IMaterialVar *m_pTextureScrollVar; float m_ScrollRate; float m_ScrollAngle; };
CShieldProxy::CShieldProxy() { m_AlphaVar = NULL; m_pTextureScrollVar = NULL; m_ScrollRate = 0; m_ScrollAngle = 0; }
CShieldProxy::~CShieldProxy() { }
bool CShieldProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues ) { bool foundVar;
m_AlphaVar = pMaterial->FindVar( "$translucency", &foundVar, false ); if( !foundVar ) return false;
char const* pScrollVarName = pKeyValues->GetString( "textureScrollVar" ); if (!pScrollVarName) return false;
m_pTextureScrollVar = pMaterial->FindVar( pScrollVarName, &foundVar, false ); if( !foundVar ) return false;
m_ScrollRate = pKeyValues->GetFloat( "textureScrollRate", 1 ); m_ScrollAngle = pKeyValues->GetFloat( "textureScrollAngle", 0 ); return true; }
void CShieldProxy::OnBind( C_BaseEntity *pEnt ) { if (m_AlphaVar) { m_AlphaVar->SetFloatValue( pEnt->m_clrRender->a ); }
if( !m_pTextureScrollVar ) { return; } float sOffset, tOffset; sOffset = gpGlobals->curtime * sin( m_ScrollAngle * ( M_PI / 180.0f ) ) * m_ScrollRate; tOffset = gpGlobals->curtime * cos( m_ScrollAngle * ( M_PI / 180.0f ) ) * m_ScrollRate;
// make sure that we are positive
if( sOffset < 0.0f ) { sOffset += 1.0f + -( int )sOffset; } if( tOffset < 0.0f ) { tOffset += 1.0f + -( int )tOffset; } // make sure that we are in a [0,1] range
sOffset = sOffset - ( int )sOffset; tOffset = tOffset - ( int )tOffset; m_pTextureScrollVar->SetVecValue( sOffset, tOffset, 0.0f ); }
IMaterial *CShieldProxy::GetMaterial() { if ( !m_AlphaVar ) return NULL;
return m_AlphaVar->GetOwningMaterial(); }
EXPOSE_INTERFACE( CShieldProxy, IMaterialProxy, "Shield" IMATERIAL_PROXY_INTERFACE_VERSION );
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