source-engine/game/client/c_sun.h

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2020-04-23 00:56:21 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_SUN_H
#define C_SUN_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "utllinkedlist.h"
#include "glow_overlay.h"
#include "sun_shared.h"
//
// Special glow overlay
//
class C_SunGlowOverlay : public CGlowOverlay
{
virtual void CalcSpriteColorAndSize( float flDot, CGlowSprite *pSprite, float *flHorzSize, float *flVertSize, Vector *vColor )
{
if ( m_bModulateByDot )
{
float alpha = RemapVal( flDot, 1.0f, 0.9f, 0.75f, 0.0f );
alpha = clamp( alpha, 0.0f, 0.75f );
*flHorzSize = pSprite->m_flHorzSize * 6.0f;
*flVertSize = pSprite->m_flVertSize * 6.0f;
*vColor = pSprite->m_vColor * alpha * m_flGlowObstructionScale;
}
else
{
*flHorzSize = pSprite->m_flHorzSize;
*flVertSize = pSprite->m_flVertSize;
*vColor = pSprite->m_vColor * m_flGlowObstructionScale;
}
}
public:
void SetModulateByDot( bool state = true )
{
m_bModulateByDot = state;
}
protected:
bool m_bModulateByDot;
};
//
// Sun entity
//
class C_Sun : public C_BaseEntity
{
public:
DECLARE_CLASS( C_Sun, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_Sun();
~C_Sun();
virtual void OnDataChanged( DataUpdateType_t updateType );
public:
C_SunGlowOverlay m_Overlay;
C_SunGlowOverlay m_GlowOverlay;
color32 m_clrOverlay;
int m_nSize;
int m_nOverlaySize;
Vector m_vDirection;
bool m_bOn;
int m_nMaterial;
int m_nOverlayMaterial;
};
#endif // C_SUN_H