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 <KeyValues.h>
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "proxyentity.h"
#include "functionproxy.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.f, 1.f );
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_INTERFACE( CPupilProxy, IMaterialProxy, "Pupil" IMATERIAL_PROXY_INTERFACE_VERSION );