//========= 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 // 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 );