mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
148 lines
3.4 KiB
C++
148 lines
3.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "view.h"
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#include "model_types.h"
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#include "ivrenderview.h"
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#include "engine/ivmodelinfo.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define VIEWER_PADDING 80.0f
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class C_FuncAreaPortalWindow : public C_BaseEntity
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{
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_CLASS( C_FuncAreaPortalWindow, C_BaseEntity );
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// Overrides.
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public:
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virtual void ComputeFxBlend();
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virtual bool IsTransparent();
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virtual int DrawModel( int flags );
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virtual bool ShouldReceiveProjectedTextures( int flags );
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private:
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float GetDistanceBlend();
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public:
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float m_flFadeStartDist; // Distance at which it starts fading (when <= this, alpha=m_flTranslucencyLimit).
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float m_flFadeDist; // Distance at which it becomes solid.
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// 0-1 value - minimum translucency it's allowed to get to.
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float m_flTranslucencyLimit;
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int m_iBackgroundModelIndex;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_FuncAreaPortalWindow, DT_FuncAreaPortalWindow, CFuncAreaPortalWindow )
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RecvPropFloat( RECVINFO( m_flFadeStartDist ) ),
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RecvPropFloat( RECVINFO( m_flFadeDist ) ),
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RecvPropFloat( RECVINFO( m_flTranslucencyLimit ) ),
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RecvPropInt( RECVINFO( m_iBackgroundModelIndex ) )
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END_RECV_TABLE()
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void C_FuncAreaPortalWindow::ComputeFxBlend()
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{
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// We reset our blend down below so pass anything except 0 to the renderer.
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m_nRenderFXBlend = 255;
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#ifdef _DEBUG
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m_nFXComputeFrame = gpGlobals->framecount;
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#endif
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}
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bool C_FuncAreaPortalWindow::IsTransparent()
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{
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return true;
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}
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int C_FuncAreaPortalWindow::DrawModel( int flags )
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{
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if ( !m_bReadyToDraw )
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return 0;
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if( !GetModel() )
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return 0;
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// Make sure we're a brush model.
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int modelType = modelinfo->GetModelType( GetModel() );
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if( modelType != mod_brush )
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return 0;
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// Draw the fading version.
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render->SetBlend( GetDistanceBlend() );
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DrawBrushModelMode_t mode = DBM_DRAW_ALL;
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if ( flags & STUDIO_TWOPASS )
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{
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mode = ( flags & STUDIO_TRANSPARENCY ) ? DBM_DRAW_TRANSLUCENT_ONLY : DBM_DRAW_OPAQUE_ONLY;
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}
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render->DrawBrushModelEx(
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this,
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(model_t *)GetModel(),
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GetAbsOrigin(),
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GetAbsAngles(),
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mode );
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// Draw the optional foreground model next.
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// Only use the alpha in the texture from the thing in the front.
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if (m_iBackgroundModelIndex >= 0)
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{
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render->SetBlend( 1 );
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model_t *pBackground = ( model_t * )modelinfo->GetModel( m_iBackgroundModelIndex );
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if( pBackground && modelinfo->GetModelType( pBackground ) == mod_brush )
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{
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render->DrawBrushModelEx(
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this,
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pBackground,
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GetAbsOrigin(),
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GetAbsAngles(),
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mode );
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}
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}
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return 1;
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}
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float C_FuncAreaPortalWindow::GetDistanceBlend()
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{
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// Get the viewer's distance to us.
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float flDist = CollisionProp()->CalcDistanceFromPoint( CurrentViewOrigin() );
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C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
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if ( local )
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{
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flDist *= local->GetFOVDistanceAdjustFactor();
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}
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return RemapValClamped( flDist, m_flFadeStartDist, m_flFadeDist, m_flTranslucencyLimit, 1 );
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}
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bool C_FuncAreaPortalWindow::ShouldReceiveProjectedTextures( int flags )
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{
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return false;
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}
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