//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include #include "materialsystem/IMaterialVar.h" #include "materialsystem/IMaterial.h" #include "materialsystem/ITexture.h" #include "proxyentity.h" #include "functionproxy.h" #include "imaterialproxydict.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define DEFAULT_OPEN_PUPIL_RATE 0.03 #define DEFAULT_CLOSE_PUPIL_RATE 0.1 //----------------------------------------------------------------------------- // Returns the proximity of the player to the entity //----------------------------------------------------------------------------- class CPupilProxy : public CEntityMaterialProxy { public: bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); virtual void OnBind( C_BaseEntity *pBaseEntity ); virtual IMaterial *GetMaterial(); private: IMaterialVar *m_pAnimatedTextureVar; IMaterialVar *m_pAnimatedTextureFrameNumVar; IMaterialVar *m_pLightingVar; CFloatInput m_flPupilCloseRate; CFloatInput m_flPupilOpenRate; }; bool CPupilProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues ) { char const* pAnimatedTextureVarName = pKeyValues->GetString( "TextureVar" ); if( !pAnimatedTextureVarName ) return false; bool foundVar; m_pAnimatedTextureVar = pMaterial->FindVar( pAnimatedTextureVarName, &foundVar, false ); if( !foundVar ) return false; char const* pAnimatedTextureFrameNumVarName = pKeyValues->GetString( "TextureFrameNumVar" ); if( !pAnimatedTextureFrameNumVarName ) return false; m_pAnimatedTextureFrameNumVar = pMaterial->FindVar( pAnimatedTextureFrameNumVarName, &foundVar, false ); if( !foundVar ) return false; m_pLightingVar = pMaterial->FindVar( "$lighting", &foundVar, false ); if( !foundVar ) { Warning("Materials using the pupil proxy must have a field called $lighting which has a value of 0.5!\n" ); return false; } m_flPupilCloseRate.Init( pMaterial, pKeyValues, "PupilCloseRate", DEFAULT_CLOSE_PUPIL_RATE ); m_flPupilOpenRate.Init( pMaterial, pKeyValues, "PupilOpenRate", DEFAULT_OPEN_PUPIL_RATE ); return true; } void CPupilProxy::OnBind( C_BaseEntity *pBaseEntity ) { if (!pBaseEntity || !m_pAnimatedTextureVar ) return; if( m_pAnimatedTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE ) return; ITexture *pTexture = m_pAnimatedTextureVar->GetTextureValue(); int nFrameCount = pTexture->GetNumAnimationFrames(); // Compute the lighting at the eye position of the entity; use it to dialate the pupil Vector forward; pBaseEntity->GetVectors( &forward, NULL, NULL ); Vector eyePt = pBaseEntity->EyePosition(); Vector color; engine->ComputeLighting( eyePt, &forward, false, color ); // Compute the intensity... float flIntensity = ( 0.299f * color[0] + 0.587f * color[1] + 0.114f * color[2] ) * 0.5; flIntensity = clamp( flIntensity, 0, 1 ); float flLastIntensity = m_pLightingVar->GetFloatValue( ); if ( flIntensity > flLastIntensity ) { float flMaxChange = m_flPupilCloseRate.GetFloat() * gpGlobals->frametime; if ( flIntensity > (flMaxChange + flLastIntensity) ) { flIntensity = flLastIntensity + flMaxChange; } } else { float flMaxChange = m_flPupilOpenRate.GetFloat() * gpGlobals->frametime; if ( flIntensity < (flLastIntensity - flMaxChange) ) { flIntensity = flLastIntensity - flMaxChange; } } int nFrame = nFrameCount * flIntensity; nFrame = clamp( nFrame, 0, nFrameCount - 1 ); m_pAnimatedTextureFrameNumVar->SetIntValue( nFrame ); m_pLightingVar->SetFloatValue( flIntensity ); } IMaterial *CPupilProxy::GetMaterial() { if ( !m_pAnimatedTextureVar ) return NULL; return m_pAnimatedTextureVar->GetOwningMaterial(); } EXPOSE_MATERIAL_PROXY( CPupilProxy, Pupil );