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//===== Copyright � 1996-2005, 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 <tier0/memdbgon.h>
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<CSpriteDataCache*, int> 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) { m_Normal = Vector( 0, 0, 1 ); }
//-----------------------------------------------------------------------------
// 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.Normal3fv( m_Normal.Base() ); meshBuilder.AdvanceVertex();
corner += spritey; meshBuilder.Position3fv(corner.Base()); meshBuilder.TexCoord2f(0, texul.x, texlr.y); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.Normal3fv( m_Normal.Base() ); meshBuilder.AdvanceVertex();
corner += spritex; meshBuilder.Position3fv(corner.Base()); meshBuilder.TexCoord2f(0, texlr.x, texlr.y); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.Normal3fv( m_Normal.Base() ); meshBuilder.AdvanceVertex();
corner -= spritey; meshBuilder.Position3fv(corner.Base()); meshBuilder.TexCoord2f(0, texlr.x, texul.y); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.Normal3fv( m_Normal.Base() ); 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() ) { bool bFound; pData->m_Width = pData->m_pMaterial->GetWidth(); pData->m_Height = pData->m_pMaterial->GetHeight(); pData->m_pFrameVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriteFrame", &bFound ); if ( !bFound ) { pData->m_pFrameVar = NULL; } pData->m_pRenderModeVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriterendermode", &bFound ); if ( !bFound ) { pData->m_pRenderModeVar = NULL; } 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; }
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