//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: This module implements all the proxies used by the particle systems. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "particlemgr.h" #include "materialsystem/imaterialproxy.h" #include "materialsystem/imaterialvar.h" #include "imaterialproxydict.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // This was specified in the .dsp with the /Od flag, but that causes a warning since // it's inconsistent with the release .pch, so just disable optimizations here instead // FIXME: Is this even needed any more? #pragma optimize( "", off ) // ------------------------------------------------------------------------ // // ParticleSphereProxy // ------------------------------------------------------------------------ // class ParticleSphereProxy : public IMaterialProxy { // IMaterialProxy overrides. public: ParticleSphereProxy() { } virtual ~ParticleSphereProxy() { } virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ) { m_pLightPosition = pMaterial->FindVar( "$light_position", NULL, false ); m_pLightColor = pMaterial->FindVar( "$light_color", NULL, false ); return true; } virtual void OnBind( void *pvParticleMgr ) { if( !pvParticleMgr ) return; CParticleMgr *pMgr = (CParticleMgr*)pvParticleMgr; CParticleLightInfo info; pMgr->GetDirectionalLightInfo( info ); // Transform the light into camera space. Vector vTransformedPos = pMgr->GetModelView() * info.m_vPos; if ( m_pLightPosition ) m_pLightPosition->SetVecValue( vTransformedPos.Base(), 3 ); if ( m_pLightColor ) { Vector vTotalColor = info.m_vColor * info.m_flIntensity; m_pLightColor->SetVecValue( vTotalColor.Base(), 3 ); } } virtual void Release( void ) { delete this; } virtual IMaterial *GetMaterial() { IMaterialVar *pVar = m_pLightPosition ? m_pLightPosition : m_pLightColor; if ( !pVar ) return NULL; return pVar->GetOwningMaterial(); } private: IMaterialVar *m_pLightPosition; IMaterialVar *m_pLightColor; }; EXPOSE_MATERIAL_PROXY( ParticleSphereProxy, ParticleSphereProxy ); #pragma optimize( "", on )