//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "stdafx.h" #include "const.h" #include "Sprite.h" #include "Material.h" // FIXME: we need to work only with IEditorTexture! #include "materialsystem/imaterial.h" #include "materialsystem/imaterialsystem.h" #include "Render3d.h" #include "camera.h" #include "tier1/utldict.h" // memdbgon must be the last include file in a .cpp file!!! #include class CSpriteDataCache { public: CMaterial *m_pMaterial; IMaterialVar *m_pFrameVar; IMaterialVar *m_pRenderModeVar; IMaterialVar *m_pOrientationVar; IMaterialVar *m_pOriginVar; int m_Width; int m_Height; bool m_bOriginVarFound; bool m_bOrientationVarFound; }; CUtlDict g_SpriteDataCache; SpriteCache_t CSpriteCache::m_Cache[SPRITE_CACHE_SIZE]; int CSpriteCache::m_nItems = 0; //----------------------------------------------------------------------------- // Purpose: Returns an instance of a particular studio model. If the model is // in the cache, a pointer to that model is returned. If not, a new one // is created and added to the cache. // Input : pszModelPath - Full path of the .MDL file. //----------------------------------------------------------------------------- CSpriteModel *CSpriteCache::CreateSprite(const char *pszSpritePath) { // // First look for the sprite in the cache. If it's there, increment the // reference count and return a pointer to the cached sprite. // for (int i = 0; i < m_nItems; i++) { if (!stricmp(pszSpritePath, m_Cache[i].pszPath)) { m_Cache[i].nRefCount++; return(m_Cache[i].pSprite); } } // // If it isn't there, try to create one. // CSpriteModel *pSprite = new CSpriteModel; if (pSprite != NULL) { if (!pSprite->LoadSprite(pszSpritePath)) { delete pSprite; pSprite = NULL; } } // // If we successfully created it, add it to the cache. // if (pSprite != NULL) { CSpriteCache::AddSprite(pSprite, pszSpritePath); } return(pSprite); } //----------------------------------------------------------------------------- // Purpose: Adds the model to the cache, setting the reference count to one. // Input : pModel - Model to add to the cache. // pszSpritePath - The full path of the .MDL file, which is used as a // key in the sprite cache. // Output : Returns TRUE if the sprite was successfully added, FALSE if we ran // out of memory trying to add the sprite to the cache. //----------------------------------------------------------------------------- bool CSpriteCache::AddSprite(CSpriteModel *pSprite, const char *pszSpritePath) { // // Copy the sprite pointer. // m_Cache[m_nItems].pSprite = pSprite; // // Allocate space for and copy the model path. // m_Cache[m_nItems].pszPath = new char [strlen(pszSpritePath) + 1]; if (m_Cache[m_nItems].pszPath != NULL) { strcpy(m_Cache[m_nItems].pszPath, pszSpritePath); } else { return(false); } m_Cache[m_nItems].nRefCount = 1; m_nItems++; return(true); } //----------------------------------------------------------------------------- // Purpose: Increments the reference count on a sprite in the cache. Called by // client code when a pointer to the sprite is copied, making that // reference independent. // Input : pModel - Sprite for which to increment the reference count. //----------------------------------------------------------------------------- void CSpriteCache::AddRef(CSpriteModel *pSprite) { for (int i = 0; i < m_nItems; i++) { if (m_Cache[i].pSprite == pSprite) { m_Cache[i].nRefCount++; return; } } } //----------------------------------------------------------------------------- // Purpose: Called by client code to release an instance of a model. If the // model's reference count is zero, the model is freed. // Input : pModel - Pointer to the model to release. //----------------------------------------------------------------------------- void CSpriteCache::Release(CSpriteModel *pSprite) { for (int i = 0; i < m_nItems; i++) { if (m_Cache[i].pSprite == pSprite) { m_Cache[i].nRefCount--; Assert(m_Cache[i].nRefCount >= 0); // // If this model is no longer referenced, free it and remove it // from the cache. // if (m_Cache[i].nRefCount <= 0) { // // Free the path, which was allocated by AddModel. // delete [] m_Cache[i].pszPath; delete m_Cache[i].pSprite; // // Decrement the item count and copy the last element in the cache over // this element. // m_nItems--; m_Cache[i].pSprite = m_Cache[m_nItems].pSprite; m_Cache[i].pszPath = m_Cache[m_nItems].pszPath; m_Cache[i].nRefCount = m_Cache[m_nItems].nRefCount; } break; } } } //----------------------------------------------------------------------------- // Purpose: Constructor. //----------------------------------------------------------------------------- CSpriteModel::CSpriteModel(void) : m_pMaterial(0), m_NumFrames(-1), m_fScale(1.0), m_Origin(0,0,0), m_UL(0,0), m_LR(0,0), m_TexUL(0,1), m_TexLR(1,0), m_bInvert(false) { } //----------------------------------------------------------------------------- // Purpose: Destructor. Frees the sprite image and descriptor. //----------------------------------------------------------------------------- CSpriteModel::~CSpriteModel(void) { } //----------------------------------------------------------------------------- // Sets the render mode //----------------------------------------------------------------------------- void CSpriteModel::SetRenderMode( const int mode ) { if (m_pMaterial && m_pRenderModeVar) { if ( mode != m_pRenderModeVar->GetIntValue() ) { m_pRenderModeVar->SetIntValue( mode ); m_pMaterial->GetMaterial()->RecomputeStateSnapshots(); } } } //----------------------------------------------------------------------------- // Purpose: // Input : pEntity - // type - // forward - // right - // up - //----------------------------------------------------------------------------- void CSpriteModel::GetSpriteAxes(QAngle& Angles, int type, Vector& forward, Vector& right, Vector& up, Vector& ViewUp, Vector& ViewRight, Vector& ViewForward) { int i; float dot, angle, sr, cr; Vector tvec; // Automatically roll parallel sprites if requested if (Angles[2] != 0 && type == SPR_VP_PARALLEL ) { type = SPR_VP_PARALLEL_ORIENTED; } switch (type) { case SPR_FACING_UPRIGHT: { // generate the sprite's axes, with vup straight up in worldspace, and // r_spritedesc.vright perpendicular to modelorg. // This will not work if the view direction is very close to straight up or // down, because the cross product will be between two nearly parallel // vectors and starts to approach an undefined state, so we don't draw if // the two vectors are less than 1 degree apart tvec[0] = -m_Origin[0]; tvec[1] = -m_Origin[1]; tvec[2] = -m_Origin[2]; VectorNormalize (tvec); dot = tvec[2]; // same as DotProduct (tvec, r_spritedesc.vup) because // r_spritedesc.vup is 0, 0, 1 if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) = 0.999848 return; up[0] = 0; up[1] = 0; up[2] = 1; right[0] = tvec[1]; // CrossProduct(r_spritedesc.vup, -modelorg, right[1] = -tvec[0]; // r_spritedesc.vright) right[2] = 0; VectorNormalize (right); forward[0] = -right[1]; forward[1] = right[0]; forward[2] = 0; // CrossProduct (r_spritedesc.vright, r_spritedesc.vup, // r_spritedesc.vpn) break; } case SPR_VP_PARALLEL: { // generate the sprite's axes, completely parallel to the viewplane. There // are no problem situations, because the sprite is always in the same // position relative to the viewer for (i=0 ; i<3 ; i++) { up[i] = ViewUp[i]; right[i] = ViewRight[i]; forward[i] = ViewForward[i]; } break; } case SPR_VP_PARALLEL_UPRIGHT: { // generate the sprite's axes, with vup straight up in worldspace, and // r_spritedesc.vright parallel to the viewplane. // This will not work if the view direction is very close to straight up or // down, because the cross product will be between two nearly parallel // vectors and starts to approach an undefined state, so we don't draw if // the two vectors are less than 1 degree apart dot = ViewForward[2]; // same as DotProduct (vpn, r_spritedesc.vup) because // r_spritedesc.vup is 0, 0, 1 if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) = 0.999848 return; up[0] = 0; up[1] = 0; up[2] = 1; right[0] = ViewForward[1]; right[1] = -ViewForward[0]; right[2] = 0; VectorNormalize (right); forward[0] = -right[1]; forward[1] = right[0]; forward[2] = 0; break; } case SPR_ORIENTED: { // generate the sprite's axes, according to the sprite's world orientation AngleVectors(Angles, &forward, &right, &up); break; } case SPR_VP_PARALLEL_ORIENTED: { // generate the sprite's axes, parallel to the viewplane, but rotated in // that plane around the center according to the sprite entity's roll // angle. So vpn stays the same, but vright and vup rotate angle = Angles[ROLL] * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); for (i=0 ; i<3 ; i++) { forward[i] = ViewForward[i]; right[i] = ViewRight[i] * cr + ViewUp[i] * sr; up[i] = ViewRight[i] * -sr + ViewUp[i] * cr; } break; } default: { //Sys_Error ("R_DrawSprite: Bad sprite type %d", type); break; } } } //----------------------------------------------------------------------------- // Sets the sprite's scale //----------------------------------------------------------------------------- void CSpriteModel::SetScale( const float fScale ) { m_fScale = fScale; } //----------------------------------------------------------------------------- // Sets the sprite's origin //----------------------------------------------------------------------------- void CSpriteModel::SetOrigin( const Vector &v ) { m_Origin = v; } //----------------------------------------------------------------------------- // Sets the sprite's origin //----------------------------------------------------------------------------- void CSpriteModel::GetOrigin( Vector &v ) { v = m_Origin; } //----------------------------------------------------------------------------- // Sets the sprite's vertical inversion //----------------------------------------------------------------------------- void CSpriteModel::SetInvert( const bool b ) { m_bInvert = b; } //----------------------------------------------------------------------------- // Purpose: Sets the Euler angles for the model. // Input : fAngles - A pointer to engine PITCH, YAW, and ROLL angles. //----------------------------------------------------------------------------- void CSpriteModel::SetAngles( const QAngle& pfAngles ) { m_Angles[PITCH] = pfAngles[PITCH]; m_Angles[YAW] = pfAngles[YAW]; m_Angles[ROLL] = pfAngles[ROLL]; } //----------------------------------------------------------------------------- // Sets the material's primative type //----------------------------------------------------------------------------- void CSpriteModel::SetMaterialPrimitiveType( const MaterialPrimitiveType_t type ) { m_MaterialPrimitiveType = type; } //----------------------------------------------------------------------------- // Renders the sprite in 3D mode //----------------------------------------------------------------------------- void CSpriteModel::DrawSprite3D( CRender3D *pRender, unsigned char color[3] ) { Vector corner, spritex, spritey, spritez; Vector ViewUp; Vector ViewRight; Vector ViewForward; pRender->GetViewUp( ViewUp ); pRender->GetViewRight( ViewRight ); pRender->GetViewForward( ViewForward ); GetSpriteAxes(m_Angles, GetType(), spritez, spritex, spritey, ViewUp, ViewRight, ViewForward); Vector2D ul, lr; Vector2DMultiply( m_UL, m_fScale, ul ); Vector2DMultiply( m_LR, m_fScale, lr ); VectorMA( m_Origin, ul.x, spritex, corner ); VectorMA( corner, lr.y, spritey, corner ); spritex *= (lr.x - ul.x); spritey *= (ul.y - lr.y); Vector2D texul, texlr; texul.x = m_TexUL.x; texul.y = m_bInvert ? m_TexLR.y : m_TexUL.y; texlr.x = m_TexLR.x; texlr.y = m_bInvert ? m_TexUL.y : m_TexLR.y; CMatRenderContextPtr pRenderContext( MaterialSystemInterface() ); pRender->BindTexture( m_pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, m_MaterialPrimitiveType, 4 ); meshBuilder.Position3fv(corner.Base()); meshBuilder.TexCoord2f(0, texul.x, texul.y); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex(); corner += spritey; meshBuilder.Position3fv(corner.Base()); meshBuilder.TexCoord2f(0, texul.x, texlr.y); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex(); corner += spritex; meshBuilder.Position3fv(corner.Base()); meshBuilder.TexCoord2f(0, texlr.x, texlr.y); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex(); corner -= spritey; meshBuilder.Position3fv(corner.Base()); meshBuilder.TexCoord2f(0, texlr.x, texul.y); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); } //----------------------------------------------------------------------------- // Binds a sprite //----------------------------------------------------------------------------- void CSpriteModel::Bind( CRender* pRender, int frame ) { if (m_pMaterial && m_pFrameVar) { m_pFrameVar->SetIntValue( frame ); pRender->BindTexture( m_pMaterial ); } } CSpriteDataCache* LookupSpriteDataCache( const char *pSpritePath ) { char filename[MAX_PATH]; V_strncpy( filename, pSpritePath, sizeof( filename ) ); V_FixSlashes( filename ); CSpriteDataCache *pData; int i = g_SpriteDataCache.Find( filename ); if ( i == g_SpriteDataCache.InvalidIndex() ) { pData = new CSpriteDataCache; memset( pData, 0, sizeof( *pData ) ); g_SpriteDataCache.Insert( filename, pData ); pData->m_pMaterial = CMaterial::CreateMaterial( filename, true ); if ( pData->m_pMaterial && pData->m_pMaterial->GetMaterial() ) { pData->m_Width = pData->m_pMaterial->GetWidth(); pData->m_Height = pData->m_pMaterial->GetHeight(); pData->m_pFrameVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriteFrame", 0 ); pData->m_pRenderModeVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriterendermode", 0 ); pData->m_pOrientationVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriteOrientation", &pData->m_bOrientationVarFound, false ); pData->m_pOriginVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriteorigin", &pData->m_bOriginVarFound ); } } else { pData = g_SpriteDataCache[i]; } return pData; } //----------------------------------------------------------------------------- // Purpose: Loads a sprite material. // Input : pszSpritePath - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CSpriteModel::LoadSprite(const char *pszSpritePath) { CSpriteDataCache *pCache = LookupSpriteDataCache( pszSpritePath ); m_pMaterial = pCache->m_pMaterial; if( m_pMaterial && m_pMaterial->GetMaterial() ) { m_Width = pCache->m_Width; m_Height = pCache->m_Height; // FIXME: m_NumFrames = m_pMaterial->GetMaterial()->GetNumAnimationFrames(); m_pFrameVar = pCache->m_pFrameVar; m_pRenderModeVar = pCache->m_pRenderModeVar; IMaterialVar *orientationVar = pCache->m_pOrientationVar; bool found = pCache->m_bOrientationVarFound; if( found ) { m_Type = orientationVar->GetIntValue(); } else { m_Type = SPR_VP_PARALLEL_UPRIGHT; } IMaterialVar *pOriginVar = pCache->m_pOriginVar; Vector origin; found = pCache->m_bOriginVarFound; if( !found || ( pOriginVar->GetType() != MATERIAL_VAR_TYPE_VECTOR ) ) { origin[0] = -m_Width * 0.5f; origin[1] = m_Height * 0.5f; } else { Vector originVarValue; pOriginVar->GetVecValue( originVarValue.Base(), 3); origin[0] = -m_Width * originVarValue[0]; origin[1] = m_Height * originVarValue[1]; } m_UL.y = origin[1]; m_LR.y = origin[1] - m_Height; m_UL.x = origin[0]; m_LR.x = m_Width + origin[0]; return true; } else { return false; } } //----------------------------------------------------------------------------- // Kind of a hack... //----------------------------------------------------------------------------- int CSpriteModel::GetFrameCount() { // FIXME: Figure out the correct time to cache in this info if ((m_NumFrames < 0) && m_pMaterial) { m_NumFrames = m_pMaterial->GetMaterial()->GetNumAnimationFrames(); } return (m_NumFrames < 0) ? 0 : m_NumFrames; }