97 lines
2.5 KiB
C++
97 lines
2.5 KiB
C++
//========= Copyright © 1996-2005, 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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#ifndef C_ENVPROJECTED_TEXTURE_H
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#define C_ENVPROJECTED_TEXTURE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseentity.h"
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#include "basetypes.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_EnvProjectedTexture : public C_BaseEntity
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{
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DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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void SetMaterial( IMaterial *pMaterial );
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void SetLightColor( byte r, byte g, byte b, byte a );
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void SetSize( float flSize );
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void SetRotation( float flRotation );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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void ShutDownLightHandle( void );
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virtual bool Simulate();
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void UpdateLight( void );
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C_EnvProjectedTexture();
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~C_EnvProjectedTexture();
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static void SetVisibleBBoxMinHeight( float flVisibleBBoxMinHeight ) { m_flVisibleBBoxMinHeight = flVisibleBBoxMinHeight; }
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static float GetVisibleBBoxMinHeight( void ) { return m_flVisibleBBoxMinHeight; }
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static C_EnvProjectedTexture *Create( );
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private:
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inline bool IsBBoxVisible( void );
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bool IsBBoxVisible( Vector vecExtentsMin,
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Vector vecExtentsMax );
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ClientShadowHandle_t m_LightHandle;
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bool m_bForceUpdate;
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EHANDLE m_hTargetEntity;
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bool m_bState;
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bool m_bAlwaysUpdate;
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float m_flLightFOV;
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bool m_bEnableShadows;
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bool m_bSimpleProjection;
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bool m_bLightOnlyTarget;
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bool m_bLightWorld;
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bool m_bCameraSpace;
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float m_flBrightnessScale;
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color32 m_LightColor;
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Vector m_CurrentLinearFloatLightColor;
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float m_flCurrentLinearFloatLightAlpha;
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float m_flColorTransitionTime;
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float m_flAmbient;
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float m_flNearZ;
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float m_flFarZ;
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char m_SpotlightTextureName[ MAX_PATH ];
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CTextureReference m_SpotlightTexture;
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int m_nSpotlightTextureFrame;
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int m_nShadowQuality;
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// simple projection
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IMaterial *m_pMaterial;
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float m_flProjectionSize;
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float m_flRotation;
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Vector m_vecExtentsMin;
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Vector m_vecExtentsMax;
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static float m_flVisibleBBoxMinHeight;
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};
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bool C_EnvProjectedTexture::IsBBoxVisible( void )
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{
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return IsBBoxVisible( GetAbsOrigin() + m_vecExtentsMin, GetAbsOrigin() + m_vecExtentsMax );
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}
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#endif // C_ENV_PROJECTED_TEXTURE_H
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