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413 lines
9.0 KiB
413 lines
9.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include <windows.h>
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#include "materialsystem/imaterialproxyfactory.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imaterialproxy.h"
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class C_BaseEntity;
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// Copied and bastardized a few material proxy classes from the TF client dll. The purpose here is
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// to make TF materials for paintable items show the default paint color (using the SelectFirstIfNotZero proxy)
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// and to completely hide the burn detail texture (fake BurnLevel proxy).
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// Implemented a lame material proxy factory that only knows about these two proxies.
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//-----------------------------------------------------------------------------
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// Helper class to deal with floating point inputs
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//-----------------------------------------------------------------------------
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class CFloatInput
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{
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public:
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bool Init( IMaterial *pMaterial, KeyValues *pKeyValues, const char *pKeyName, float flDefault = 0.0f );
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float GetFloat() const;
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private:
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float m_flValue;
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IMaterialVar *m_pFloatVar;
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int m_FloatVecComp;
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};
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bool CFloatInput::Init( IMaterial *pMaterial, KeyValues *pKeyValues, const char *pKeyName, float flDefault )
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{
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m_pFloatVar = NULL;
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KeyValues *pSection = pKeyValues->FindKey( pKeyName );
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if (pSection)
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{
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if (pSection->GetDataType() == KeyValues::TYPE_STRING)
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{
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const char *pVarName = pSection->GetString();
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// Look for numbers...
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float flValue;
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int nCount = sscanf( pVarName, "%f", &flValue );
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if (nCount == 1)
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{
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m_flValue = flValue;
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return true;
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}
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// Look for array specification...
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char pTemp[256];
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if (strchr(pVarName, '['))
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{
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// strip off the array...
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Q_strncpy( pTemp, pVarName, 256 );
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char *pArray = strchr( pTemp, '[' );
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*pArray++ = 0;
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char* pIEnd;
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m_FloatVecComp = strtol( pArray, &pIEnd, 10 );
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// Use the version without the array...
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pVarName = pTemp;
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}
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else
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{
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m_FloatVecComp = -1;
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}
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bool bFoundVar;
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m_pFloatVar = pMaterial->FindVar( pVarName, &bFoundVar, true );
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if (!bFoundVar)
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return false;
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}
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else
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{
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m_flValue = pSection->GetFloat();
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}
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}
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else
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{
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m_flValue = flDefault;
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}
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return true;
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}
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float CFloatInput::GetFloat() const
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{
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if (!m_pFloatVar)
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return m_flValue;
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if( m_FloatVecComp < 0 )
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return m_pFloatVar->GetFloatValue();
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int iVecSize = m_pFloatVar->VectorSize();
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if ( m_FloatVecComp >= iVecSize )
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return 0;
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float v[4];
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m_pFloatVar->GetVecValue( v, iVecSize );
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return v[m_FloatVecComp];
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}
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//-----------------------------------------------------------------------------
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//
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// Result proxy; a result (with vector friendliness)
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//
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//-----------------------------------------------------------------------------
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class CResultProxy : public IMaterialProxy
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{
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public:
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CResultProxy();
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virtual ~CResultProxy();
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virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
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virtual void Release( void ) { delete this; }
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virtual IMaterial *GetMaterial();
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protected:
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C_BaseEntity *BindArgToEntity( void *pArg );
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void SetFloatResult( float result );
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IMaterialVar* m_pResult;
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int m_ResultVecComp;
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};
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CResultProxy::CResultProxy() : m_pResult(0)
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{
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}
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CResultProxy::~CResultProxy()
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{
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}
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bool CResultProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
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{
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char const* pResult = pKeyValues->GetString( "resultVar" );
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if( !pResult )
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return false;
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// Look for array specification...
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char pTemp[256];
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if (strchr(pResult, '['))
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{
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// strip off the array...
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Q_strncpy( pTemp, pResult, 256 );
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char *pArray = strchr( pTemp, '[' );
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*pArray++ = 0;
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char* pIEnd;
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m_ResultVecComp = strtol( pArray, &pIEnd, 10 );
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// Use the version without the array...
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pResult = pTemp;
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}
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else
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{
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m_ResultVecComp = -1;
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}
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bool foundVar;
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m_pResult = pMaterial->FindVar( pResult, &foundVar, true );
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if( !foundVar )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// A little code to allow us to set single components of vectors
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//-----------------------------------------------------------------------------
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void CResultProxy::SetFloatResult( float result )
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{
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if (m_pResult->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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{
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if ( m_ResultVecComp >= 0 )
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{
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m_pResult->SetVecComponentValue( result, m_ResultVecComp );
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}
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else
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{
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float v[4];
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int vecSize = m_pResult->VectorSize();
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for (int i = 0; i < vecSize; ++i)
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v[i] = result;
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m_pResult->SetVecValue( v, vecSize );
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}
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}
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else
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{
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m_pResult->SetFloatValue( result );
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}
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}
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C_BaseEntity *CResultProxy::BindArgToEntity( void *pArg )
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{
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return NULL;
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/*
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IClientRenderable *pRend = (IClientRenderable *)pArg;
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return pRend->GetIClientUnknown()->GetBaseEntity();
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*/
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}
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IMaterial *CResultProxy::GetMaterial()
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{
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return m_pResult->GetOwningMaterial();
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}
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//-----------------------------------------------------------------------------
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//
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// Base functional proxy; two sources (one is optional) and a result
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//
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//-----------------------------------------------------------------------------
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class CFunctionProxy : public CResultProxy
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{
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public:
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CFunctionProxy();
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virtual ~CFunctionProxy();
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virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
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protected:
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void ComputeResultType( MaterialVarType_t& resultType, int& vecSize );
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IMaterialVar* m_pSrc1;
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IMaterialVar* m_pSrc2;
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};
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CFunctionProxy::CFunctionProxy() : m_pSrc1(0), m_pSrc2(0)
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{
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}
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CFunctionProxy::~CFunctionProxy()
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{
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}
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bool CFunctionProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
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{
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if (!CResultProxy::Init( pMaterial, pKeyValues ))
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return false;
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char const* pSrcVar1 = pKeyValues->GetString( "srcVar1" );
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if( !pSrcVar1 )
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return false;
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bool foundVar;
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m_pSrc1 = pMaterial->FindVar( pSrcVar1, &foundVar, true );
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if( !foundVar )
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return false;
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// Source 2 is optional, some math ops may be single-input
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char const* pSrcVar2 = pKeyValues->GetString( "srcVar2" );
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if( pSrcVar2 && (*pSrcVar2) )
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{
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m_pSrc2 = pMaterial->FindVar( pSrcVar2, &foundVar, true );
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if( !foundVar )
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return false;
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}
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else
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{
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m_pSrc2 = 0;
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}
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return true;
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}
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void CFunctionProxy::ComputeResultType( MaterialVarType_t& resultType, int& vecSize )
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{
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// Feh, this is ugly. Basically, don't change the result type
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// unless it's undefined.
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resultType = m_pResult->GetType();
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if (resultType == MATERIAL_VAR_TYPE_VECTOR)
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{
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if (m_ResultVecComp >= 0)
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resultType = MATERIAL_VAR_TYPE_FLOAT;
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vecSize = m_pResult->VectorSize();
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}
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else if (resultType == MATERIAL_VAR_TYPE_UNDEFINED)
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{
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resultType = m_pSrc1->GetType();
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if (resultType == MATERIAL_VAR_TYPE_VECTOR)
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{
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vecSize = m_pSrc1->VectorSize();
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}
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else if ((resultType == MATERIAL_VAR_TYPE_UNDEFINED) && m_pSrc2)
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{
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resultType = m_pSrc2->GetType();
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if (resultType == MATERIAL_VAR_TYPE_VECTOR)
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{
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vecSize = m_pSrc2->VectorSize();
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}
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}
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}
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}
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class CFakeBurnLevelProxy : public CResultProxy
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{
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public:
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virtual void OnBind( void *pC_BaseEntity )
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{
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// Slam burn level to 0 to avoid the burn detail texture showing through in modelbrowser.
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Assert( m_pResult );
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if ( m_pResult )
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{
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m_pResult->SetFloatValue( 0.0f );
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}
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}
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};
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//-----------------------------------------------------------------------------
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// Selects the first var value if it's non-zero, otherwise goes with the second
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//-----------------------------------------------------------------------------
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class CSelectFirstIfNonZeroProxy : public CFunctionProxy
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{
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public:
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virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
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virtual void OnBind( void *pC_BaseEntity );
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};
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bool CSelectFirstIfNonZeroProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
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{
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// Requires 2 args..
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bool ok = CFunctionProxy::Init( pMaterial, pKeyValues );
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ok = ok && m_pSrc2;
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return ok;
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}
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void CSelectFirstIfNonZeroProxy::OnBind( void *pC_BaseEntity )
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{
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Assert( m_pSrc1 && m_pSrc2 && m_pResult );
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MaterialVarType_t resultType;
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int vecSize;
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ComputeResultType( resultType, vecSize );
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switch( resultType )
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{
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case MATERIAL_VAR_TYPE_VECTOR:
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{
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Vector a, b;
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m_pSrc1->GetVecValue( a.Base(), vecSize );
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m_pSrc2->GetVecValue( b.Base(), vecSize );
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if ( !a.IsZero() )
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{
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m_pResult->SetVecValue( a.Base(), vecSize );
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}
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else
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{
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m_pResult->SetVecValue( b.Base(), vecSize );
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}
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}
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break;
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case MATERIAL_VAR_TYPE_FLOAT:
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if ( m_pSrc1->GetFloatValue() )
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{
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SetFloatResult( m_pSrc1->GetFloatValue() );
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}
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else
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{
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SetFloatResult( m_pSrc2->GetFloatValue() );
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}
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break;
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case MATERIAL_VAR_TYPE_INT:
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if ( m_pSrc1->GetIntValue() )
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{
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m_pResult->SetFloatValue( m_pSrc1->GetIntValue() );
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}
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else
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{
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m_pResult->SetFloatValue( m_pSrc2->GetIntValue() );
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}
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break;
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}
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}
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class CModelBrowserMaterialProxyFactory : public IMaterialProxyFactory
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{
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public:
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virtual IMaterialProxy *CreateProxy( const char *proxyName )
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{
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if ( V_stricmp( proxyName, "SelectFirstIfNonZero" ) == 0 )
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{
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return new CSelectFirstIfNonZeroProxy;
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}
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else if ( V_stricmp( proxyName, "BurnLevel" ) == 0 )
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{
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return new CFakeBurnLevelProxy;
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}
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return NULL;
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}
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virtual void DeleteProxy( IMaterialProxy *pProxy )
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{
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if ( pProxy )
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{
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pProxy->Release();
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}
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}
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};
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