//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #ifndef SPRITE_H #define SPRITE_H #pragma once #include "mathlib/mathlib.h" #include "materialsystem/imaterialsystem.h" class CTexture; class CMaterial; class IMaterialVar; class CRender; class CRender3D; // must match definition in modelgen.h enum synctype_t { ST_SYNC=0, ST_RAND }; #define SPR_VP_PARALLEL_UPRIGHT 0 #define SPR_FACING_UPRIGHT 1 #define SPR_VP_PARALLEL 2 #define SPR_ORIENTED 3 #define SPR_VP_PARALLEL_ORIENTED 4 #define SPR_NORMAL 0 #define SPR_ADDITIVE 1 #define SPR_INDEXALPHA 2 #define SPR_ALPHATEST 3 //----------------------------------------------------------------------------- // From engine\GL_MODEL.H: //----------------------------------------------------------------------------- class CSpriteModel { public: CSpriteModel(void); ~CSpriteModel(void); bool LoadSprite(const char *pszSpritePath); int GetFrameCount(void); int GetWidth() const; int GetHeight() const; int GetType() const; void Bind( CRender* pRender, int frame ); void GetRect( float& left, float& up, float& right, float& down ) const; void SetRenderMode( const int mode ); void SetMaterialPrimitiveType( const MaterialPrimitiveType_t type ); void SetOrigin( const Vector &v ); void GetOrigin( Vector &v ); void SetAngles( const QAngle& pfAngles ); void SetScale( const float fScale ); void SetInvert( const bool b ); inline void SetTextureExtent( Vector2D TexUL, Vector2D TexLR ) { m_TexUL = TexUL; m_TexLR = TexLR; } inline void SetExtent( Vector2D UL, Vector2D LR ) { m_UL = UL; m_LR = LR; } void DrawSprite3D( CRender3D *pRender, unsigned char color[3] ); protected: void GetSpriteAxes(QAngle& Angles, int type, Vector& forward, Vector& right, Vector& up, Vector& ViewUp, Vector& ViewRight, Vector& ViewForward); Vector m_Origin; QAngle m_Angles; float m_fScale; MaterialPrimitiveType_t m_MaterialPrimitiveType; CMaterial* m_pMaterial; IMaterialVar* m_pFrameVar; IMaterialVar* m_pRenderModeVar; int m_NumFrames; int m_Type; int m_Width; int m_Height; bool m_bInvert; Vector2D m_TexUL, m_TexLR; Vector2D m_UL, m_LR; }; //----------------------------------------------------------------------------- // inline methods //----------------------------------------------------------------------------- inline int CSpriteModel::GetWidth() const { return m_Width; } inline int CSpriteModel::GetHeight() const { return m_Height; } inline int CSpriteModel::GetType() const { return m_Type; } inline void CSpriteModel::GetRect( float& left, float& up, float& right, float& down ) const { left = m_UL.x; right = m_LR.x; up = m_UL.y; down = m_LR.y; } //----------------------------------------------------------------------------- // Sprite cache //----------------------------------------------------------------------------- struct SpriteCache_t { CSpriteModel *pSprite; char *pszPath; int nRefCount; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- #define SPRITE_CACHE_SIZE 1024 class CSpriteCache { public: static CSpriteModel *CreateSprite(const char *pszSpritePath); static void AddRef(CSpriteModel *pSprite); static void Release(CSpriteModel *pSprite); protected: static bool AddSprite(CSpriteModel *pSprite, const char *pszSpritePath); static void RemoveSprite(CSpriteModel *pSprite); static SpriteCache_t m_Cache[SPRITE_CACHE_SIZE]; static int m_nItems; }; #endif // SPRITE_H