Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

224 lines
5.4 KiB

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SCRATCHPAD3D_H
#define SCRATCHPAD3D_H
#ifdef _WIN32
#pragma once
#endif
#include <stdio.h>
#include "iscratchpad3d.h"
#include "mathlib/vmatrix.h"
#include "filesystem.h"
class CFileRead;
class CScratchPad3D : public IScratchPad3D
{
// Commands that can go in the file.
public:
enum
{
COMMAND_POINT=0,
COMMAND_LINE,
COMMAND_POLYGON,
COMMAND_MATRIX,
COMMAND_RENDERSTATE,
COMMAND_TEXT,
COMMAND_NUMCOMMANDS
};
class ICachedRenderData
{
public:
virtual void Release() = 0;
};
class CBaseCommand
{
public:
CBaseCommand( unsigned char iCommand )
{
m_iCommand = (unsigned char)iCommand;
m_pCachedRenderData = NULL;
}
~CBaseCommand()
{
ReleaseCachedRenderData();
}
virtual void Read( CFileRead *pFile ) = 0;
virtual void Write( IFileSystem* pFileSystem, FileHandle_t fp ) = 0;
// Release cached render data. Usually used for releasing things like textures when
// the app is resizing..
void ReleaseCachedRenderData()
{
if ( m_pCachedRenderData )
{
m_pCachedRenderData->Release();
m_pCachedRenderData = NULL;
}
}
public:
unsigned char m_iCommand; // One of the COMMAND_ defines.
// The renderer can cache data with the commands to speedup the rendering after
// the first time (text uses this big time).
ICachedRenderData *m_pCachedRenderData;
};
class CCommand_Point : public CBaseCommand
{
public:
CCommand_Point() : CBaseCommand( COMMAND_POINT ) {}
virtual void Read( CFileRead *pFile );
virtual void Write( IFileSystem* pFileSystem, FileHandle_t fp );
float m_flPointSize;
CSPVert m_Vert;
};
class CCommand_Line : public CBaseCommand
{
public:
CCommand_Line() : CBaseCommand( COMMAND_LINE ) {}
virtual void Read( CFileRead *pFile );
virtual void Write( IFileSystem* pFileSystem, FileHandle_t fp );
CSPVert m_Verts[2];
};
class CCommand_Polygon : public CBaseCommand
{
public:
CCommand_Polygon() : CBaseCommand( COMMAND_POLYGON ) {}
virtual void Read( CFileRead *pFile );
virtual void Write( IFileSystem* pFileSystem, FileHandle_t fp );
CUtlVector<CSPVert> m_Verts;
};
class CCommand_Matrix : public CBaseCommand
{
public:
CCommand_Matrix() : CBaseCommand( COMMAND_MATRIX ) {}
virtual void Read( CFileRead *pFile );
virtual void Write( IFileSystem* pFileSystem, FileHandle_t fp );
VMatrix m_mMatrix;
};
class CCommand_RenderState : public CBaseCommand
{
public:
CCommand_RenderState() : CBaseCommand( COMMAND_RENDERSTATE ) {}
virtual void Read( CFileRead *pFile );
virtual void Write( IFileSystem* pFileSystem, FileHandle_t fp );
unsigned long m_State; // One of the RS_ enums.
unsigned long m_Val;
};
class CCommand_Text : public CBaseCommand
{
public:
CCommand_Text() : CBaseCommand( COMMAND_TEXT ) {}
virtual void Read( CFileRead *pFile );
virtual void Write( IFileSystem* pFileSystem, FileHandle_t fp );
CUtlVector<char> m_String; // The string to render.
CTextParams m_TextParams;
};
public:
CScratchPad3D( char const *pFilename, IFileSystem *pFileSystem, bool bAutoClear );
void AutoFlush();
void DrawRectGeneric( int iPlane, int otherDim1, int otherDim2, float planeDist, Vector2D const &vMin, Vector2D const &vMax, CSPColor const &vColor );
void DeleteCommands();
// Load a file...
bool LoadCommandsFromFile( );
public:
virtual void Release();
virtual void SetMapping(
Vector const &vInputMin,
Vector const &vInputMax,
Vector const &vOutputMin,
Vector const &vOutputMax );
virtual bool GetAutoFlush();
virtual void SetAutoFlush( bool bAutoFlush );
virtual void DrawPoint( CSPVert const &v, float flPointSize );
virtual void DrawLine( CSPVert const &v1, CSPVert const &v2 );
virtual void DrawPolygon( CSPVertList const &verts );
virtual void DrawRectYZ( float xPos, Vector2D const &vMin, Vector2D const &vMax, CSPColor const &vColor );
virtual void DrawRectXZ( float yPos, Vector2D const &vMin, Vector2D const &vMax, CSPColor const &vColor );
virtual void DrawRectXY( float zPos, Vector2D const &vMin, Vector2D const &vMax, CSPColor const &vColor );
virtual void DrawWireframeBox( Vector const &vMin, Vector const &vMax, Vector const &vColor );
virtual void DrawText( const char *pStr, const CTextParams &params );
virtual void SetRenderState( RenderState state, unsigned long val );
virtual void Clear();
virtual void Flush();
virtual void DrawImageBW(
unsigned char const *pData,
int width,
int height,
int pitchInBytes,
bool bOutlinePixels=true,
bool bOutlineImage=false,
Vector *vCorners=NULL );
// Draw an RGBA image.
// Corners are in this order: bottom-left, top-left, top-right, bottom-right.
virtual void DrawImageRGBA(
SPRGBA *pData,
int width,
int height,
int pitchInBytes,
bool bOutlinePixels=true,
bool bOutlineImage=false,
Vector *vCorners=NULL );
void DrawPolygonsForPixels(
SPRGBA *pData,
int width,
int height,
int pitchInBytes,
Vector *vCorners );
public:
IFileSystem* m_pFileSystem;
char const *m_pFilename;
CUtlVector<CBaseCommand*> m_Commands;
bool m_bAutoFlush;
};
IFileSystem* ScratchPad3D_SetupFileSystem();
#endif // SCRATCHPAD3D_H