Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "mathlib/vmatrix.h"
#include "functionproxy.h"
#include "materialsystem/imaterialvar.h"
#include <KeyValues.h>
#include "materialsystem/imaterial.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
class C_BaseEntity;
//-----------------------------------------------------------------------------
// Texture transform proxy
//-----------------------------------------------------------------------------
class CTextureTransformProxy : public CResultProxy
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
private:
IMaterialVar *m_pCenterVar;
IMaterialVar *m_pScaleVar;
IMaterialVar *m_pRotateVar;
IMaterialVar *m_pTranslateVar;
};
bool CTextureTransformProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
// All are optional...
m_pCenterVar = NULL;
m_pScaleVar = NULL;
m_pRotateVar = NULL;
m_pTranslateVar = NULL;
bool bFoundVar;
char const* pVarName = pKeyValues->GetString( "centerVar" );
if( pVarName && pVarName[0] )
{
m_pCenterVar = pMaterial->FindVar( pVarName, &bFoundVar, false );
}
pVarName = pKeyValues->GetString( "scaleVar" );
if( pVarName && pVarName[0] )
{
m_pScaleVar = pMaterial->FindVar( pVarName, &bFoundVar, false );
}
pVarName = pKeyValues->GetString( "rotateVar" );
if( pVarName && pVarName[0] )
{
m_pRotateVar = pMaterial->FindVar( pVarName, &bFoundVar, false );
}
pVarName = pKeyValues->GetString( "translateVar" );
if( pVarName && pVarName[0] )
{
m_pTranslateVar = pMaterial->FindVar( pVarName, &bFoundVar, false );
}
return CResultProxy::Init( pMaterial, pKeyValues );
}
void CTextureTransformProxy::OnBind( void *pC_BaseEntity )
{
Vector2D center( 0.5, 0.5 );
Vector2D translation( 0, 0 );
VMatrix mat, temp;
if (m_pCenterVar)
{
m_pCenterVar->GetVecValue( center.Base(), 2 );
}
MatrixBuildTranslation( mat, -center.x, -center.y, 0.0f );
if (m_pScaleVar)
{
Vector2D scale;
m_pScaleVar->GetVecValue( scale.Base(), 2 );
MatrixBuildScale( temp, scale.x, scale.y, 1.0f );
MatrixMultiply( temp, mat, mat );
}
if (m_pRotateVar)
{
float angle = m_pRotateVar->GetFloatValue( );
MatrixBuildRotateZ( temp, angle );
MatrixMultiply( temp, mat, mat );
}
MatrixBuildTranslation( temp, center.x, center.y, 0.0f );
MatrixMultiply( temp, mat, mat );
if (m_pTranslateVar)
{
m_pTranslateVar->GetVecValue( translation.Base(), 2 );
MatrixBuildTranslation( temp, translation.x, translation.y, 0.0f );
MatrixMultiply( temp, mat, mat );
}
m_pResult->SetMatrixValue( mat );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CTextureTransformProxy, IMaterialProxy, "TextureTransform" IMATERIAL_PROXY_INTERFACE_VERSION );
//-----------------------------------------------------------------------------
// Rotation proxy
//-----------------------------------------------------------------------------
class CMatrixRotateProxy : public CResultProxy
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
private:
CFloatInput m_Angle;
IMaterialVar *m_pAxisVar;
};
bool CMatrixRotateProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
// All are optional...
m_pAxisVar = NULL;
bool bFoundVar;
char const* pVarName = pKeyValues->GetString( "axisVar" );
if( pVarName && pVarName[0] )
{
m_pAxisVar = pMaterial->FindVar( pVarName, &bFoundVar, false );
}
if (!m_Angle.Init( pMaterial, pKeyValues, "angle", 0 ))
return false;
return CResultProxy::Init( pMaterial, pKeyValues );
}
void CMatrixRotateProxy::OnBind( void *pC_BaseEntity )
{
VMatrix mat;
Vector axis( 0, 0, 1 );
if (m_pAxisVar)
{
m_pAxisVar->GetVecValue( axis.Base(), 3 );
if (VectorNormalize( axis ) < 1e-3)
{
axis.Init( 0, 0, 1 );
}
}
MatrixBuildRotationAboutAxis( mat, axis, m_Angle.GetFloat() );
m_pResult->SetMatrixValue( mat );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CMatrixRotateProxy, IMaterialProxy, "MatrixRotate" IMATERIAL_PROXY_INTERFACE_VERSION );