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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_sun.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static void RecvProxy_HDRColorScale( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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C_Sun *pSun = ( C_Sun * )pStruct;
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pSun->m_Overlay.m_flHDRColorScale = pData->m_Value.m_Float;
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pSun->m_GlowOverlay.m_flHDRColorScale = pData->m_Value.m_Float;
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}
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IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_Sun, DT_Sun, CSun )
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RecvPropInt( RECVINFO(m_clrRender), 0, RecvProxy_Int32ToColor32 ),
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RecvPropInt( RECVINFO(m_clrOverlay), 0, RecvProxy_Int32ToColor32 ),
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RecvPropVector( RECVINFO( m_vDirection ) ),
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RecvPropInt( RECVINFO( m_bOn ) ),
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RecvPropInt( RECVINFO( m_nSize ) ),
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RecvPropInt( RECVINFO( m_nOverlaySize ) ),
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RecvPropInt( RECVINFO( m_nMaterial ) ),
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RecvPropInt( RECVINFO( m_nOverlayMaterial ) ),
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RecvPropFloat("HDRColorScale", 0, SIZEOF_IGNORE, 0, RecvProxy_HDRColorScale),
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END_RECV_TABLE()
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C_Sun::C_Sun()
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{
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m_Overlay.m_bDirectional = true;
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m_Overlay.m_bInSky = true;
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m_GlowOverlay.m_bDirectional = true;
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m_GlowOverlay.m_bInSky = true;
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}
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C_Sun::~C_Sun()
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{
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}
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void C_Sun::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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// We have to do special setup on our colors because we're tinting an additive material.
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// If we don't have at least one component at full strength, the luminosity of the material
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// will change and that will cause the material to become more translucent This would be incorrect
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// for the sun, which should always be completely opaque at its core. Here, we renormalize the
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// components to make sure only hue is altered.
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color24 c = GetRenderColor();
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float maxComponent = MAX( c.r, MAX( c.g, c.b ) );
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Vector vOverlayColor;
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Vector vMainColor;
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// Re-normalize the color ranges
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if ( maxComponent <= 0.0f )
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{
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// This is an error, set to pure white
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vMainColor.Init( 1.0f, 1.0f, 1.0f );
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}
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else
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{
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vMainColor.x = c.r / maxComponent;
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vMainColor.y = c.g / maxComponent;
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vMainColor.z = c.b / maxComponent;
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}
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// If we're non-zero, use the value (otherwise use the value we calculated above)
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if ( m_clrOverlay.r != 0 || m_clrOverlay.g != 0 || m_clrOverlay.b != 0 )
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{
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// Get our overlay color
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vOverlayColor.x = m_clrOverlay.r / 255.0f;
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vOverlayColor.y = m_clrOverlay.g / 255.0f;
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vOverlayColor.z = m_clrOverlay.b / 255.0f;
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}
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else
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{
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vOverlayColor = vMainColor;
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}
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//
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// Setup the core overlay
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//
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m_Overlay.m_vDirection = m_vDirection;
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m_Overlay.m_nSprites = 1;
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m_Overlay.m_Sprites[0].m_vColor = vMainColor;
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m_Overlay.m_Sprites[0].m_flHorzSize = m_nSize;
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m_Overlay.m_Sprites[0].m_flVertSize = m_nSize;
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const model_t* pModel = (m_nMaterial != 0) ? modelinfo->GetModel( m_nMaterial ) : NULL;
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const char *pModelName = pModel ? modelinfo->GetModelName( pModel ) : "";
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m_Overlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER );
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m_Overlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen
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//
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// Setup the external glow overlay
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//
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m_GlowOverlay.m_vDirection = m_vDirection;
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m_GlowOverlay.m_nSprites = 1;
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m_GlowOverlay.m_Sprites[0].m_vColor = vOverlayColor;
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m_GlowOverlay.m_Sprites[0].m_flHorzSize = m_nOverlaySize;
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m_GlowOverlay.m_Sprites[0].m_flVertSize = m_nOverlaySize;
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pModel = (m_nOverlayMaterial != 0) ? modelinfo->GetModel( m_nOverlayMaterial ) : NULL;
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pModelName = pModel ? modelinfo->GetModelName( pModel ) : "";
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m_GlowOverlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER );
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// This texture will fade away as the dot between camera and sun changes
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m_GlowOverlay.SetModulateByDot();
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m_GlowOverlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen
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// Either activate or deactivate.
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if ( m_bOn )
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{
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m_Overlay.Activate();
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m_GlowOverlay.Activate();
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}
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else
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{
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m_Overlay.Deactivate();
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m_GlowOverlay.Deactivate();
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}
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}
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