//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: sheet definitions for particles and other sprite functions // //===========================================================================// #ifndef PSHEET_H #define PSHEET_H #ifdef _WIN32 #pragma once #endif #include "tier1/utlobjectreference.h" class CUtlBuffer; // classes for keeping a dictionary of sheet files in memory. A sheet is a bunch of frames packewd // within one texture. Each sheet has 1 or more frame sequences stored for it. // for fast lookups to retrieve sequence data, we store the sequence information discretized into // a fixed # of frames. If this discretenesss is a visual problem, you can lerp the blend values to get it // perfect. #define SEQUENCE_SAMPLE_COUNT 1024 #define MAX_SEQUENCES 64 #define MAX_IMAGES_PER_FRAME_ON_DISK 4 #define MAX_IMAGES_PER_FRAME_IN_MEMORY 2 struct SequenceSampleTextureCoords_t { float m_fLeft_U0; float m_fTop_V0; float m_fRight_U0; float m_fBottom_V0; float m_fLeft_U1; float m_fTop_V1; float m_fRight_U1; float m_fBottom_V1; }; struct SheetSequenceSample_t { // coordinates of two rectangles (old and next frame coords) SequenceSampleTextureCoords_t m_TextureCoordData[MAX_IMAGES_PER_FRAME_IN_MEMORY]; float m_fBlendFactor; void CopyFirstFrameToOthers(void) { // for old format files only supporting one image per frame for(int i=1; i < MAX_IMAGES_PER_FRAME_IN_MEMORY; i++) { m_TextureCoordData[i] = m_TextureCoordData[0]; } } }; class CSheet { public: // read form a .sht file. This is the usual thing to do CSheet( CUtlBuffer &buf ); CSheet( void ); ~CSheet( void ); // references for smart ptrs CUtlReferenceList m_References; SheetSequenceSample_t *m_pSamples[MAX_SEQUENCES]; bool m_bClamp[MAX_SEQUENCES]; bool m_bSequenceIsCopyOfAnotherSequence[MAX_SEQUENCES]; int m_nNumFrames[MAX_SEQUENCES]; float m_flFrameSpan[MAX_SEQUENCES]; }; #endif // PSHEET_H