//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/IMaterialProxy.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialVar.h"
#include <KeyValues.h>
#include "VMatrix.h"
#include "functionproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// $textureScrollVar
// $textureScrollRate
// $textureScrollAngle
class CTextureScrollMaterialProxy : public IMaterialProxy
{
public:
CTextureScrollMaterialProxy();
virtual ~CTextureScrollMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
private:
IMaterialVar *m_pTextureScrollVar;
CFloatInput m_TextureScrollRate;
CFloatInput m_TextureScrollAngle;
CFloatInput m_TextureScale;
#ifdef _XBOX
bool m_bWaterShader;
#endif
};
CTextureScrollMaterialProxy::CTextureScrollMaterialProxy()
{
m_pTextureScrollVar = NULL;
#ifdef _XBOX
m_bWaterShader = false;
#endif
}
CTextureScrollMaterialProxy::~CTextureScrollMaterialProxy()
{
}
bool CTextureScrollMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
char const* pScrollVarName = pKeyValues->GetString( "textureScrollVar" );
if( !pScrollVarName )
return false;
bool foundVar;
m_pTextureScrollVar = pMaterial->FindVar( pScrollVarName, &foundVar, false );
if( !foundVar )
return false;
m_TextureScrollRate.Init( pMaterial, pKeyValues, "textureScrollRate", 1.0f );
m_TextureScrollAngle.Init( pMaterial, pKeyValues, "textureScrollAngle", 0.0f );
m_TextureScale.Init( pMaterial, pKeyValues, "textureScale", 1.0f );
#ifdef _XBOX
const char *pShaderName = pMaterial->GetShaderName();
m_bWaterShader = !Q_stricmp( pShaderName, "water" ) ||
!Q_stricmp( pShaderName, "water_dx80" ) || !Q_stricmp( pShaderName, "water_dudv" ) ||
!Q_stricmp( pShaderName, "water_firstpass" ) || !Q_stricmp( pShaderName, "water_secondpass" );
#endif
return true;
}
void CTextureScrollMaterialProxy::OnBind( void *pC_BaseEntity )
{
if( !m_pTextureScrollVar )
{
return;
}
float rate, angle, scale;
// set default values if these variables don't exist.
rate = m_TextureScrollRate.GetFloat();
angle = m_TextureScrollAngle.GetFloat();
scale = m_TextureScale.GetFloat();
#ifdef _XBOX
// Hack for water
if ( m_bWaterShader )
{
scale = 0.5f;
}
#endif
float sOffset, tOffset;
sOffset = gpGlobals->curtime * cos( angle * ( M_PI / 180.0f ) ) * rate;
tOffset = gpGlobals->curtime * sin( angle * ( M_PI / 180.0f ) ) * rate;
// 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;
if (m_pTextureScrollVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)
{
VMatrix mat( scale, 0.0f, 0.0f, sOffset,
0.0f, scale, 0.0f, tOffset,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f );
m_pTextureScrollVar->SetMatrixValue( mat );
}
else
{
m_pTextureScrollVar->SetVecValue( sOffset, tOffset, 0.0f );
}
}
EXPOSE_INTERFACE( CTextureScrollMaterialProxy, IMaterialProxy, "TextureScroll" IMATERIAL_PROXY_INTERFACE_VERSION );
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
|
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