Counter Strike : Global Offensive Source Code
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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;
}