Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2006, 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"
#include "materialsystem/MaterialSystemUtil.h"
#include "tier1/utlvector.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 512
#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]; } }
};
enum SheetSequenceFlags_t { SEQ_FLAG_CLAMP = 0x1, // as opposed to loop
SEQ_FLAG_NO_ALPHA = 0x2, // packed as sequence-rgb (alpha channel should be ignored)
SEQ_FLAG_NO_COLOR = 0x4, // packed as sequence-a (color channels should be ignored)
};
class CSheet { public: // read form a .sht file. This is the usual thing to do
CSheet( CUtlBuffer &buf ); CSheet( void ); ~CSheet( void );
const SheetSequenceSample_t *GetSampleForSequence( float flAge, float flAgeScale, int nSequence, bool bForceLoop );
// references for smart ptrs
CUtlReferenceList<CSheet> m_References;
struct SheetInfo_t { SheetSequenceSample_t *m_pSamples; uint8 m_SeqFlags; bool m_bSequenceIsCopyOfAnotherSequence; int16 m_nNumFrames; float m_flFrameSpan; };
CUtlVector< SheetInfo_t > m_SheetInfo; };
//////////////////////////////////////////////////////////////////////////
class IMesh; class IMaterial;
// A heavier-weight version of CSheet with more bells and whistles
class CSheetExtended { public: explicit CSheetExtended( IMaterial* pMaterial ); ~CSheetExtended(); int GetSheetSequenceCount(); int GetNthSequenceIndex( int nSequenceNumber ); const SheetSequenceSample_t *GetSampleForSequence( float flAge, float flAgeScale, int nSequence, bool bForceLoop ); float GetSequenceTimeSpan( int nSequenceIndex );
void DrawSheet( IMesh *pMesh, const Vector &vCenter, float flRadius, int nSheetSequence, float flAge, float flSheetPreviewSpeed, bool bLoopSheetPreview, int nSecondarySequence=-1, bool bOverrideSpriteCard=false );
bool ValidSheetData();
bool SequenceHasAlphaData( int nSequenceIndex ); bool SequenceHasColorData( int nSequenceIndex );
// Helper
static bool IsMaterialSeparateAlphaColorMaterial( IMaterial* pMat ); static bool IsMaterialDualSequence( IMaterial* pMat );
private: void LoadFromBuffer( CUtlBuffer& buf ); void LoadFromMaterial( IMaterial* pMaterial );
// TEMP: Store in a CSheet for now - eventually we'll want more data
CSheet* m_pSheetData; CMaterialReference m_Material; };
#endif // PSHEET_H
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