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 "baseanimatedtextureproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/itexture.h"
#include "tier1/KeyValues.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 );
//-----------------------------------------------------------------------------
// Constructor, destructor:
//-----------------------------------------------------------------------------
CBaseAnimatedTextureProxy::CBaseAnimatedTextureProxy()
{
Cleanup();
}
CBaseAnimatedTextureProxy::~CBaseAnimatedTextureProxy()
{
Cleanup();
}
//-----------------------------------------------------------------------------
// Initialization, shutdown
//-----------------------------------------------------------------------------
bool CBaseAnimatedTextureProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
char const* pAnimatedTextureVarName = pKeyValues->GetString( "animatedTextureVar" );
if( !pAnimatedTextureVarName )
return false;
bool foundVar;
m_AnimatedTextureVar = pMaterial->FindVar( pAnimatedTextureVarName, &foundVar, false );
if( !foundVar )
return false;
char const* pAnimatedTextureFrameNumVarName = pKeyValues->GetString( "animatedTextureFrameNumVar" );
if( !pAnimatedTextureFrameNumVarName )
return false;
m_AnimatedTextureFrameNumVar = pMaterial->FindVar( pAnimatedTextureFrameNumVarName, &foundVar, false );
if( !foundVar )
return false;
m_FrameRate = pKeyValues->GetFloat( "animatedTextureFrameRate", 15 );
m_WrapAnimation = !pKeyValues->GetInt( "animationNoWrap", 0 );
return true;
}
void CBaseAnimatedTextureProxy::Cleanup()
{
m_AnimatedTextureVar = NULL;
m_AnimatedTextureFrameNumVar = NULL;
}
//-----------------------------------------------------------------------------
// Does the dirty deed
//-----------------------------------------------------------------------------
void CBaseAnimatedTextureProxy::OnBind( void *pEntity )
{
Assert ( m_AnimatedTextureVar );
if( m_AnimatedTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
{
return;
}
ITexture *pTexture;
pTexture = m_AnimatedTextureVar->GetTextureValue();
int numFrames = pTexture->GetNumAnimationFrames();
if ( numFrames <= 0 )
{
Assert( !"0 frames in material calling animated texture proxy" );
return;
}
// NOTE: Must not use relative time based methods here
// because the bind proxy can be called many times per frame.
// Prevent multiple Wrap callbacks to be sent for no wrap mode
float startTime = GetAnimationStartTime(pEntity);
float deltaTime = gpGlobals->curtime - startTime;
float prevTime = deltaTime - gpGlobals->frametime;
// Clamp..
if (deltaTime < 0.0f)
deltaTime = 0.0f;
if (prevTime < 0.0f)
prevTime = 0.0f;
float frame = m_FrameRate * deltaTime;
float prevFrame = m_FrameRate * prevTime;
int intFrame = ((int)frame) % numFrames;
int intPrevFrame = ((int)prevFrame) % numFrames;
// Report wrap situation...
if (intPrevFrame > intFrame)
{
if (m_WrapAnimation)
{
AnimationWrapped( pEntity );
}
else
{
// Only sent the wrapped message once.
// when we're in non-wrapping mode
if (prevFrame < numFrames)
AnimationWrapped( pEntity );
intFrame = numFrames - 1;
}
}
m_AnimatedTextureFrameNumVar->SetIntValue( intFrame );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
IMaterial *CBaseAnimatedTextureProxy::GetMaterial()
{
return m_AnimatedTextureVar->GetOwningMaterial();
}