From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/client/c_sun.cpp | 282 +++++++++++++++++++++---------------------- 1 file changed, 141 insertions(+), 141 deletions(-) (limited to 'mp/src/game/client/c_sun.cpp') diff --git a/mp/src/game/client/c_sun.cpp b/mp/src/game/client/c_sun.cpp index c11cd52c..265bb53a 100644 --- a/mp/src/game/client/c_sun.cpp +++ b/mp/src/game/client/c_sun.cpp @@ -1,141 +1,141 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -// $NoKeywords: $ -//=============================================================================// -#include "cbase.h" -#include "c_sun.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -static void RecvProxy_HDRColorScale( const CRecvProxyData *pData, void *pStruct, void *pOut ) -{ - C_Sun *pSun = ( C_Sun * )pStruct; - - pSun->m_Overlay.m_flHDRColorScale = pData->m_Value.m_Float; - pSun->m_GlowOverlay.m_flHDRColorScale = pData->m_Value.m_Float; -} - -IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_Sun, DT_Sun, CSun ) - - RecvPropInt( RECVINFO(m_clrRender), 0, RecvProxy_IntToColor32 ), - RecvPropInt( RECVINFO(m_clrOverlay), 0, RecvProxy_IntToColor32 ), - RecvPropVector( RECVINFO( m_vDirection ) ), - RecvPropInt( RECVINFO( m_bOn ) ), - RecvPropInt( RECVINFO( m_nSize ) ), - RecvPropInt( RECVINFO( m_nOverlaySize ) ), - RecvPropInt( RECVINFO( m_nMaterial ) ), - RecvPropInt( RECVINFO( m_nOverlayMaterial ) ), - RecvPropFloat("HDRColorScale", 0, SIZEOF_IGNORE, 0, RecvProxy_HDRColorScale), - -END_RECV_TABLE() - -C_Sun::C_Sun() -{ - m_Overlay.m_bDirectional = true; - m_Overlay.m_bInSky = true; - - m_GlowOverlay.m_bDirectional = true; - m_GlowOverlay.m_bInSky = true; -} - - -C_Sun::~C_Sun() -{ -} - - -void C_Sun::OnDataChanged( DataUpdateType_t updateType ) -{ - BaseClass::OnDataChanged( updateType ); - - // We have to do special setup on our colors because we're tinting an additive material. - // If we don't have at least one component at full strength, the luminosity of the material - // will change and that will cause the material to become more translucent This would be incorrect - // for the sun, which should always be completely opaque at its core. Here, we renormalize the - // components to make sure only hue is altered. - - float maxComponent = MAX ( m_clrRender->r, MAX ( m_clrRender->g, m_clrRender->b ) ); - - Vector vOverlayColor; - Vector vMainColor; - - // Re-normalize the color ranges - if ( maxComponent <= 0.0f ) - { - // This is an error, set to pure white - vMainColor.Init( 1.0f, 1.0f, 1.0f ); - } - else - { - vMainColor.x = m_clrRender->r / maxComponent; - vMainColor.y = m_clrRender->g / maxComponent; - vMainColor.z = m_clrRender->b / maxComponent; - } - - // If we're non-zero, use the value (otherwise use the value we calculated above) - if ( m_clrOverlay.r != 0 || m_clrOverlay.g != 0 || m_clrOverlay.b != 0 ) - { - // Get our overlay color - vOverlayColor.x = m_clrOverlay.r / 255.0f; - vOverlayColor.y = m_clrOverlay.g / 255.0f; - vOverlayColor.z = m_clrOverlay.b / 255.0f; - } - else - { - vOverlayColor = vMainColor; - } - - // - // Setup the core overlay - // - - m_Overlay.m_vDirection = m_vDirection; - m_Overlay.m_nSprites = 1; - - m_Overlay.m_Sprites[0].m_vColor = vMainColor; - m_Overlay.m_Sprites[0].m_flHorzSize = m_nSize; - m_Overlay.m_Sprites[0].m_flVertSize = m_nSize; - - const model_t* pModel = (m_nMaterial != 0) ? modelinfo->GetModel( m_nMaterial ) : NULL; - const char *pModelName = pModel ? modelinfo->GetModelName( pModel ) : ""; - m_Overlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER ); - m_Overlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen - - // - // Setup the external glow overlay - // - - m_GlowOverlay.m_vDirection = m_vDirection; - m_GlowOverlay.m_nSprites = 1; - - m_GlowOverlay.m_Sprites[0].m_vColor = vOverlayColor; - m_GlowOverlay.m_Sprites[0].m_flHorzSize = m_nOverlaySize; - m_GlowOverlay.m_Sprites[0].m_flVertSize = m_nOverlaySize; - - pModel = (m_nOverlayMaterial != 0) ? modelinfo->GetModel( m_nOverlayMaterial ) : NULL; - pModelName = pModel ? modelinfo->GetModelName( pModel ) : ""; - m_GlowOverlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER ); - - // This texture will fade away as the dot between camera and sun changes - m_GlowOverlay.SetModulateByDot(); - m_GlowOverlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen - - - // Either activate or deactivate. - if ( m_bOn ) - { - m_Overlay.Activate(); - m_GlowOverlay.Activate(); - } - else - { - m_Overlay.Deactivate(); - m_GlowOverlay.Deactivate(); - } -} - - - +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "c_sun.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +static void RecvProxy_HDRColorScale( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + C_Sun *pSun = ( C_Sun * )pStruct; + + pSun->m_Overlay.m_flHDRColorScale = pData->m_Value.m_Float; + pSun->m_GlowOverlay.m_flHDRColorScale = pData->m_Value.m_Float; +} + +IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_Sun, DT_Sun, CSun ) + + RecvPropInt( RECVINFO(m_clrRender), 0, RecvProxy_IntToColor32 ), + RecvPropInt( RECVINFO(m_clrOverlay), 0, RecvProxy_IntToColor32 ), + RecvPropVector( RECVINFO( m_vDirection ) ), + RecvPropInt( RECVINFO( m_bOn ) ), + RecvPropInt( RECVINFO( m_nSize ) ), + RecvPropInt( RECVINFO( m_nOverlaySize ) ), + RecvPropInt( RECVINFO( m_nMaterial ) ), + RecvPropInt( RECVINFO( m_nOverlayMaterial ) ), + RecvPropFloat("HDRColorScale", 0, SIZEOF_IGNORE, 0, RecvProxy_HDRColorScale), + +END_RECV_TABLE() + +C_Sun::C_Sun() +{ + m_Overlay.m_bDirectional = true; + m_Overlay.m_bInSky = true; + + m_GlowOverlay.m_bDirectional = true; + m_GlowOverlay.m_bInSky = true; +} + + +C_Sun::~C_Sun() +{ +} + + +void C_Sun::OnDataChanged( DataUpdateType_t updateType ) +{ + BaseClass::OnDataChanged( updateType ); + + // We have to do special setup on our colors because we're tinting an additive material. + // If we don't have at least one component at full strength, the luminosity of the material + // will change and that will cause the material to become more translucent This would be incorrect + // for the sun, which should always be completely opaque at its core. Here, we renormalize the + // components to make sure only hue is altered. + + float maxComponent = MAX ( m_clrRender->r, MAX ( m_clrRender->g, m_clrRender->b ) ); + + Vector vOverlayColor; + Vector vMainColor; + + // Re-normalize the color ranges + if ( maxComponent <= 0.0f ) + { + // This is an error, set to pure white + vMainColor.Init( 1.0f, 1.0f, 1.0f ); + } + else + { + vMainColor.x = m_clrRender->r / maxComponent; + vMainColor.y = m_clrRender->g / maxComponent; + vMainColor.z = m_clrRender->b / maxComponent; + } + + // If we're non-zero, use the value (otherwise use the value we calculated above) + if ( m_clrOverlay.r != 0 || m_clrOverlay.g != 0 || m_clrOverlay.b != 0 ) + { + // Get our overlay color + vOverlayColor.x = m_clrOverlay.r / 255.0f; + vOverlayColor.y = m_clrOverlay.g / 255.0f; + vOverlayColor.z = m_clrOverlay.b / 255.0f; + } + else + { + vOverlayColor = vMainColor; + } + + // + // Setup the core overlay + // + + m_Overlay.m_vDirection = m_vDirection; + m_Overlay.m_nSprites = 1; + + m_Overlay.m_Sprites[0].m_vColor = vMainColor; + m_Overlay.m_Sprites[0].m_flHorzSize = m_nSize; + m_Overlay.m_Sprites[0].m_flVertSize = m_nSize; + + const model_t* pModel = (m_nMaterial != 0) ? modelinfo->GetModel( m_nMaterial ) : NULL; + const char *pModelName = pModel ? modelinfo->GetModelName( pModel ) : ""; + m_Overlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER ); + m_Overlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen + + // + // Setup the external glow overlay + // + + m_GlowOverlay.m_vDirection = m_vDirection; + m_GlowOverlay.m_nSprites = 1; + + m_GlowOverlay.m_Sprites[0].m_vColor = vOverlayColor; + m_GlowOverlay.m_Sprites[0].m_flHorzSize = m_nOverlaySize; + m_GlowOverlay.m_Sprites[0].m_flVertSize = m_nOverlaySize; + + pModel = (m_nOverlayMaterial != 0) ? modelinfo->GetModel( m_nOverlayMaterial ) : NULL; + pModelName = pModel ? modelinfo->GetModelName( pModel ) : ""; + m_GlowOverlay.m_Sprites[0].m_pMaterial = materials->FindMaterial( pModelName, TEXTURE_GROUP_OTHER ); + + // This texture will fade away as the dot between camera and sun changes + m_GlowOverlay.SetModulateByDot(); + m_GlowOverlay.m_flProxyRadius = 0.05f; // about 1/20th of the screen + + + // Either activate or deactivate. + if ( m_bOn ) + { + m_Overlay.Activate(); + m_GlowOverlay.Activate(); + } + else + { + m_Overlay.Deactivate(); + m_GlowOverlay.Deactivate(); + } +} + + + -- cgit v1.2.3