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;
}