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 "c_sun.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static void RecvProxy_HDRColorScale( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_Sun *pSun = ( C_Sun * )pStruct;
pSun->m_Overlay.m_flHDRColorScale = pData->m_Value.m_Float;
pSun->m_GlowOverlay.m_flHDRColorScale = pData->m_Value.m_Float;
}
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_Sun, DT_Sun, CSun )
RecvPropInt( RECVINFO(m_clrRender), 0, RecvProxy_IntToColor32 ),
RecvPropInt( RECVINFO(m_clrOverlay), 0, RecvProxy_IntToColor32 ),
RecvPropVector( RECVINFO( m_vDirection ) ),
RecvPropInt( RECVINFO( m_bOn ) ),
RecvPropInt( RECVINFO( m_nSize ) ),
RecvPropInt( RECVINFO( m_nOverlaySize ) ),
RecvPropInt( RECVINFO( m_nMaterial ) ),
RecvPropInt( RECVINFO( m_nOverlayMaterial ) ),
RecvPropFloat("HDRColorScale", 0, SIZEOF_IGNORE, 0, RecvProxy_HDRColorScale),
END_RECV_TABLE()
C_Sun::C_Sun()
{
m_Overlay.m_bDirectional = true;
m_Overlay.m_bInSky = true;
m_GlowOverlay.m_bDirectional = true;
m_GlowOverlay.m_bInSky = true;
}
C_Sun::~C_Sun()
{
}
void C_Sun::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// We have to do special setup on our colors because we're tinting an additive material.
// If we don't have at least one component at full strength, the luminosity of the material
// will change and that will cause the material to become more translucent This would be incorrect
// for the sun, which should always be completely opaque at its core. Here, we renormalize the
// components to make sure only hue is altered.
float maxComponent = MAX ( m_clrRender->r, MAX ( m_clrRender->g, m_clrRender->b ) );
Vector vOverlayColor;
Vector vMainColor;
// Re-normalize the color ranges
if ( maxComponent <= 0.0f )
{
// This is an error, set to pure white
vMainColor.Init( 1.0f, 1.0f, 1.0f );
}
else
{
vMainColor.x = m_clrRender->r / maxComponent;
vMainColor.y = m_clrRender->g / maxComponent;
vMainColor.z = m_clrRender->b / maxComponent;
}
// If we're non-zero, use the value (otherwise use the value we calculated above)
if ( m_clrOverlay.r != 0 || m_clrOverlay.g != 0 || m_clrOverlay.b != 0 )
{
// Get our overlay color
vOverlayColor.x = m_clrOverlay.r / 255.0f;
vOverlayColor.y = m_clrOverlay.g / 255.0f;
vOverlayColor.z = m_clrOverlay.b / 255.0f;
}
else
{
vOverlayColor = vMainColor;
}
//
// Setup the core overlay
//
m_Overlay.m_vDirection = m_vDirection;
m_Overlay.m_nSprites = 1;
m_Overlay.m_Sprites[0].m_vColor = vMainColor;
m_Overlay.m_Sprites[0].m_flHorzSize = m_nSize;
m_Overlay.m_Sprites[0].m_flVertSize = m_nSize;
const model_t* pModel = (m_nMaterial != 0) ? modelinfo->GetModel( m_nMaterial ) : NULL;
const char *pModelName = pModel ? modelinfo->GetModelName( pModel ) : "";
m_Overlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER );
m_Overlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen
//
// Setup the external glow overlay
//
m_GlowOverlay.m_vDirection = m_vDirection;
m_GlowOverlay.m_nSprites = 1;
m_GlowOverlay.m_Sprites[0].m_vColor = vOverlayColor;
m_GlowOverlay.m_Sprites[0].m_flHorzSize = m_nOverlaySize;
m_GlowOverlay.m_Sprites[0].m_flVertSize = m_nOverlaySize;
pModel = (m_nOverlayMaterial != 0) ? modelinfo->GetModel( m_nOverlayMaterial ) : NULL;
pModelName = pModel ? modelinfo->GetModelName( pModel ) : "";
m_GlowOverlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER );
// This texture will fade away as the dot between camera and sun changes
m_GlowOverlay.SetModulateByDot();
m_GlowOverlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen
// Either activate or deactivate.
if ( m_bOn )
{
m_Overlay.Activate();
m_GlowOverlay.Activate();
}
else
{
m_Overlay.Deactivate();
m_GlowOverlay.Deactivate();
}
}