Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This module implements all the proxies used by the particle systems.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "particlemgr.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterialvar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ------------------------------------------------------------------------ //
// ParticleSphereProxy
// ------------------------------------------------------------------------ //
class ParticleSphereProxy : public IMaterialProxy
{
// IMaterialProxy overrides.
public:
ParticleSphereProxy()
{
}
virtual ~ParticleSphereProxy()
{
}
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
m_pLightPosition = pMaterial->FindVar( "$light_position", NULL, false );
m_pLightColor = pMaterial->FindVar( "$light_color", NULL, false );
return true;
}
virtual void OnBind( void *pvParticleMgr )
{
if( !pvParticleMgr )
return;
CParticleMgr *pMgr = (CParticleMgr*)pvParticleMgr;
CParticleLightInfo info;
pMgr->GetDirectionalLightInfo( info );
// Transform the light into camera space.
Vector vTransformedPos = pMgr->GetModelView() * info.m_vPos;
if ( m_pLightPosition )
m_pLightPosition->SetVecValue( vTransformedPos.Base(), 3 );
if ( m_pLightColor )
{
Vector vTotalColor = info.m_vColor * info.m_flIntensity;
m_pLightColor->SetVecValue( vTotalColor.Base(), 3 );
}
}
virtual void Release( void ) { delete this; }
virtual IMaterial *GetMaterial()
{
IMaterialVar *pVar = m_pLightPosition ? m_pLightPosition : m_pLightColor;
if ( !pVar )
return NULL;
return pVar->GetOwningMaterial();
}
private:
IMaterialVar *m_pLightPosition;
IMaterialVar *m_pLightColor;
};
EXPOSE_INTERFACE( ParticleSphereProxy, IMaterialProxy, "ParticleSphereProxy" IMATERIAL_PROXY_INTERFACE_VERSION );