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 "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterialsystem.h"
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// $sineVar : name of variable that controls the alpha level (float)
class CShieldProxy : public CEntityMaterialProxy
{
public:
CShieldProxy();
virtual ~CShieldProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( C_BaseEntity *pC_BaseEntity );
virtual IMaterial *GetMaterial();
private:
IMaterialVar *m_AlphaVar;
IMaterialVar *m_pTextureScrollVar;
float m_ScrollRate;
float m_ScrollAngle;
};
CShieldProxy::CShieldProxy()
{
m_AlphaVar = NULL;
m_pTextureScrollVar = NULL;
m_ScrollRate = 0;
m_ScrollAngle = 0;
}
CShieldProxy::~CShieldProxy()
{
}
bool CShieldProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool foundVar;
m_AlphaVar = pMaterial->FindVar( "$translucency", &foundVar, false );
if( !foundVar )
return false;
char const* pScrollVarName = pKeyValues->GetString( "textureScrollVar" );
if (!pScrollVarName)
return false;
m_pTextureScrollVar = pMaterial->FindVar( pScrollVarName, &foundVar, false );
if( !foundVar )
return false;
m_ScrollRate = pKeyValues->GetFloat( "textureScrollRate", 1 );
m_ScrollAngle = pKeyValues->GetFloat( "textureScrollAngle", 0 );
return true;
}
void CShieldProxy::OnBind( C_BaseEntity *pEnt )
{
if (m_AlphaVar)
{
m_AlphaVar->SetFloatValue( pEnt->m_clrRender->a );
}
if( !m_pTextureScrollVar )
{
return;
}
float sOffset, tOffset;
sOffset = gpGlobals->curtime * sin( m_ScrollAngle * ( M_PI / 180.0f ) ) * m_ScrollRate;
tOffset = gpGlobals->curtime * cos( m_ScrollAngle * ( M_PI / 180.0f ) ) * m_ScrollRate;
// make sure that we are positive
if( sOffset < 0.0f )
{
sOffset += 1.0f + -( int )sOffset;
}
if( tOffset < 0.0f )
{
tOffset += 1.0f + -( int )tOffset;
}
// make sure that we are in a [0,1] range
sOffset = sOffset - ( int )sOffset;
tOffset = tOffset - ( int )tOffset;
m_pTextureScrollVar->SetVecValue( sOffset, tOffset, 0.0f );
}
IMaterial *CShieldProxy::GetMaterial()
{
if ( !m_AlphaVar )
return NULL;
return m_AlphaVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CShieldProxy, IMaterialProxy, "Shield" IMATERIAL_PROXY_INTERFACE_VERSION );