sqwarmed/sdk_src/game/server/env_dof_controller.h

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2024-08-29 19:18:30 -04:00
#if !defined ( ENV_DOF_CONTROLLER_H )
#define ENV_DOF_CONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
struct DOFControlSettings_t
{
// Near plane
float flNearBlurDepth;
float flNearBlurRadius;
float flNearFocusDistance;
// Far plane
float flFarBlurDepth;
float flFarBlurRadius;
float flFarFocusDistance;
};
//-----------------------------------------------------------------------------
// Purpose: Entity that controls depth of field postprocessing
//-----------------------------------------------------------------------------
class CEnvDOFController : public CPointEntity
{
DECLARE_CLASS( CEnvDOFController, CPointEntity );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn( void );
virtual void Activate( void );
virtual int UpdateTransmitState( void );
void SetControllerState( DOFControlSettings_t setting );
void UpdateParamBlend( void );
// Inputs
void InputSetNearBlurDepth( inputdata_t &inputdata );
void InputSetNearFocusDepth( inputdata_t &inputdata );
void InputSetFarFocusDepth( inputdata_t &inputdata );
void InputSetFarBlurDepth( inputdata_t &inputdata );
void InputSetNearBlurRadius( inputdata_t &inputdata );
void InputSetFarBlurRadius( inputdata_t &inputdata );
void InputBlendDOFScale( inputdata_t &inputdata );
void InputSetFocusTarget( inputdata_t &inputdata );
void InputSetFocusTargetRange( inputdata_t &inputdata );
private:
float m_flFocusTargetRange;
string_t m_strFocusTargetName; // Name of the entity to focus on
EHANDLE m_hFocusTarget;
CNetworkVar( bool, m_bDOFEnabled );
CNetworkVar( float, m_flNearBlurDepth );
CNetworkVar( float, m_flNearFocusDepth );
CNetworkVar( float, m_flFarFocusDepth );
CNetworkVar( float, m_flFarBlurDepth );
CNetworkVar( float, m_flNearBlurRadius );
CNetworkVar( float, m_flFarBlurRadius );
};
#endif// ENV_DOF_CONTROLLER_H