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593 lines
17 KiB
593 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "stdafx.h"
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#include "const.h"
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#include "Sprite.h"
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#include "Material.h" // FIXME: we need to work only with IEditorTexture!
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialsystem.h"
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#include "Render3d.h"
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#include "camera.h"
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#include "tier1/utldict.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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class CSpriteDataCache
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{
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public:
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CMaterial *m_pMaterial;
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IMaterialVar *m_pFrameVar;
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IMaterialVar *m_pRenderModeVar;
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IMaterialVar *m_pOrientationVar;
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IMaterialVar *m_pOriginVar;
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int m_Width;
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int m_Height;
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bool m_bOriginVarFound;
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bool m_bOrientationVarFound;
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};
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CUtlDict<CSpriteDataCache*, int> g_SpriteDataCache;
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SpriteCache_t CSpriteCache::m_Cache[SPRITE_CACHE_SIZE];
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int CSpriteCache::m_nItems = 0;
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//-----------------------------------------------------------------------------
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// Purpose: Returns an instance of a particular studio model. If the model is
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// in the cache, a pointer to that model is returned. If not, a new one
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// is created and added to the cache.
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// Input : pszModelPath - Full path of the .MDL file.
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//-----------------------------------------------------------------------------
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CSpriteModel *CSpriteCache::CreateSprite(const char *pszSpritePath)
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{
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//
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// First look for the sprite in the cache. If it's there, increment the
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// reference count and return a pointer to the cached sprite.
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//
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for (int i = 0; i < m_nItems; i++)
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{
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if (!stricmp(pszSpritePath, m_Cache[i].pszPath))
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{
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m_Cache[i].nRefCount++;
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return(m_Cache[i].pSprite);
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}
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}
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//
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// If it isn't there, try to create one.
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//
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CSpriteModel *pSprite = new CSpriteModel;
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if (pSprite != NULL)
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{
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if (!pSprite->LoadSprite(pszSpritePath))
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{
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delete pSprite;
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pSprite = NULL;
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}
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}
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//
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// If we successfully created it, add it to the cache.
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//
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if (pSprite != NULL)
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{
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CSpriteCache::AddSprite(pSprite, pszSpritePath);
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}
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return(pSprite);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds the model to the cache, setting the reference count to one.
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// Input : pModel - Model to add to the cache.
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// pszSpritePath - The full path of the .MDL file, which is used as a
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// key in the sprite cache.
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// Output : Returns TRUE if the sprite was successfully added, FALSE if we ran
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// out of memory trying to add the sprite to the cache.
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//-----------------------------------------------------------------------------
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bool CSpriteCache::AddSprite(CSpriteModel *pSprite, const char *pszSpritePath)
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{
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//
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// Copy the sprite pointer.
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//
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m_Cache[m_nItems].pSprite = pSprite;
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//
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// Allocate space for and copy the model path.
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//
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m_Cache[m_nItems].pszPath = new char [strlen(pszSpritePath) + 1];
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if (m_Cache[m_nItems].pszPath != NULL)
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{
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strcpy(m_Cache[m_nItems].pszPath, pszSpritePath);
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}
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else
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{
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return(false);
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}
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m_Cache[m_nItems].nRefCount = 1;
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m_nItems++;
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return(true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Increments the reference count on a sprite in the cache. Called by
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// client code when a pointer to the sprite is copied, making that
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// reference independent.
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// Input : pModel - Sprite for which to increment the reference count.
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//-----------------------------------------------------------------------------
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void CSpriteCache::AddRef(CSpriteModel *pSprite)
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{
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for (int i = 0; i < m_nItems; i++)
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{
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if (m_Cache[i].pSprite == pSprite)
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{
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m_Cache[i].nRefCount++;
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return;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called by client code to release an instance of a model. If the
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// model's reference count is zero, the model is freed.
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// Input : pModel - Pointer to the model to release.
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//-----------------------------------------------------------------------------
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void CSpriteCache::Release(CSpriteModel *pSprite)
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{
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for (int i = 0; i < m_nItems; i++)
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{
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if (m_Cache[i].pSprite == pSprite)
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{
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m_Cache[i].nRefCount--;
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Assert(m_Cache[i].nRefCount >= 0);
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//
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// If this model is no longer referenced, free it and remove it
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// from the cache.
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//
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if (m_Cache[i].nRefCount <= 0)
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{
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//
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// Free the path, which was allocated by AddModel.
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//
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delete [] m_Cache[i].pszPath;
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delete m_Cache[i].pSprite;
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//
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// Decrement the item count and copy the last element in the cache over
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// this element.
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//
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m_nItems--;
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m_Cache[i].pSprite = m_Cache[m_nItems].pSprite;
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m_Cache[i].pszPath = m_Cache[m_nItems].pszPath;
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m_Cache[i].nRefCount = m_Cache[m_nItems].nRefCount;
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}
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CSpriteModel::CSpriteModel(void) :
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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)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor. Frees the sprite image and descriptor.
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//-----------------------------------------------------------------------------
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CSpriteModel::~CSpriteModel(void)
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{
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}
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//-----------------------------------------------------------------------------
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// Sets the render mode
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//-----------------------------------------------------------------------------
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void CSpriteModel::SetRenderMode( const int mode )
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{
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if (m_pMaterial && m_pRenderModeVar)
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{
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if ( mode != m_pRenderModeVar->GetIntValue() )
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{
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m_pRenderModeVar->SetIntValue( mode );
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m_pMaterial->GetMaterial()->RecomputeStateSnapshots();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pEntity -
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// type -
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// forward -
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// right -
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// up -
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//-----------------------------------------------------------------------------
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void CSpriteModel::GetSpriteAxes(QAngle& Angles, int type, Vector& forward, Vector& right, Vector& up, Vector& ViewUp, Vector& ViewRight, Vector& ViewForward)
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{
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int i;
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float dot, angle, sr, cr;
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Vector tvec;
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// Automatically roll parallel sprites if requested
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if (Angles[2] != 0 && type == SPR_VP_PARALLEL )
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{
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type = SPR_VP_PARALLEL_ORIENTED;
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}
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switch (type)
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{
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case SPR_FACING_UPRIGHT:
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{
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// generate the sprite's axes, with vup straight up in worldspace, and
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// r_spritedesc.vright perpendicular to modelorg.
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// This will not work if the view direction is very close to straight up or
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// down, because the cross product will be between two nearly parallel
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// vectors and starts to approach an undefined state, so we don't draw if
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// the two vectors are less than 1 degree apart
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tvec[0] = -m_Origin[0];
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tvec[1] = -m_Origin[1];
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tvec[2] = -m_Origin[2];
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VectorNormalize (tvec);
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dot = tvec[2]; // same as DotProduct (tvec, r_spritedesc.vup) because
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// r_spritedesc.vup is 0, 0, 1
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if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) = 0.999848
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return;
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up[0] = 0;
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up[1] = 0;
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up[2] = 1;
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right[0] = tvec[1];
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// CrossProduct(r_spritedesc.vup, -modelorg,
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right[1] = -tvec[0];
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// r_spritedesc.vright)
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right[2] = 0;
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VectorNormalize (right);
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forward[0] = -right[1];
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forward[1] = right[0];
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forward[2] = 0;
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// CrossProduct (r_spritedesc.vright, r_spritedesc.vup,
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// r_spritedesc.vpn)
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break;
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}
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case SPR_VP_PARALLEL:
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{
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// generate the sprite's axes, completely parallel to the viewplane. There
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// are no problem situations, because the sprite is always in the same
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// position relative to the viewer
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for (i=0 ; i<3 ; i++)
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{
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up[i] = ViewUp[i];
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right[i] = ViewRight[i];
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forward[i] = ViewForward[i];
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}
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break;
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}
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case SPR_VP_PARALLEL_UPRIGHT:
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{
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// generate the sprite's axes, with vup straight up in worldspace, and
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// r_spritedesc.vright parallel to the viewplane.
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// This will not work if the view direction is very close to straight up or
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// down, because the cross product will be between two nearly parallel
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// vectors and starts to approach an undefined state, so we don't draw if
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// the two vectors are less than 1 degree apart
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dot = ViewForward[2]; // same as DotProduct (vpn, r_spritedesc.vup) because
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// r_spritedesc.vup is 0, 0, 1
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if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) = 0.999848
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return;
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up[0] = 0;
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up[1] = 0;
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up[2] = 1;
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right[0] = ViewForward[1];
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right[1] = -ViewForward[0];
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right[2] = 0;
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VectorNormalize (right);
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forward[0] = -right[1];
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forward[1] = right[0];
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forward[2] = 0;
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break;
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}
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case SPR_ORIENTED:
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{
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// generate the sprite's axes, according to the sprite's world orientation
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AngleVectors(Angles, &forward, &right, &up);
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break;
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}
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case SPR_VP_PARALLEL_ORIENTED:
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{
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// generate the sprite's axes, parallel to the viewplane, but rotated in
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// that plane around the center according to the sprite entity's roll
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// angle. So vpn stays the same, but vright and vup rotate
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angle = Angles[ROLL] * (M_PI*2 / 360);
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sr = sin(angle);
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cr = cos(angle);
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for (i=0 ; i<3 ; i++)
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{
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forward[i] = ViewForward[i];
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right[i] = ViewRight[i] * cr + ViewUp[i] * sr;
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up[i] = ViewRight[i] * -sr + ViewUp[i] * cr;
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}
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break;
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}
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default:
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{
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//Sys_Error ("R_DrawSprite: Bad sprite type %d", type);
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Sets the sprite's scale
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//-----------------------------------------------------------------------------
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void CSpriteModel::SetScale( const float fScale )
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{
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m_fScale = fScale;
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}
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//-----------------------------------------------------------------------------
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// Sets the sprite's origin
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//-----------------------------------------------------------------------------
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void CSpriteModel::SetOrigin( const Vector &v )
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{
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m_Origin = v;
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}
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//-----------------------------------------------------------------------------
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// Sets the sprite's origin
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//-----------------------------------------------------------------------------
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void CSpriteModel::GetOrigin( Vector &v )
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{
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v = m_Origin;
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}
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//-----------------------------------------------------------------------------
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// Sets the sprite's vertical inversion
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//-----------------------------------------------------------------------------
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void CSpriteModel::SetInvert( const bool b )
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{
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m_bInvert = b;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the Euler angles for the model.
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// Input : fAngles - A pointer to engine PITCH, YAW, and ROLL angles.
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//-----------------------------------------------------------------------------
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void CSpriteModel::SetAngles( const QAngle& pfAngles )
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{
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m_Angles[PITCH] = pfAngles[PITCH];
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m_Angles[YAW] = pfAngles[YAW];
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m_Angles[ROLL] = pfAngles[ROLL];
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}
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//-----------------------------------------------------------------------------
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// Sets the material's primative type
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//-----------------------------------------------------------------------------
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void CSpriteModel::SetMaterialPrimitiveType( const MaterialPrimitiveType_t type )
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{
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m_MaterialPrimitiveType = type;
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}
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//-----------------------------------------------------------------------------
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// Renders the sprite in 3D mode
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//-----------------------------------------------------------------------------
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void CSpriteModel::DrawSprite3D( CRender3D *pRender, unsigned char color[3] )
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{
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Vector corner, spritex, spritey, spritez;
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Vector ViewUp;
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Vector ViewRight;
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Vector ViewForward;
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pRender->GetViewUp( ViewUp );
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pRender->GetViewRight( ViewRight );
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pRender->GetViewForward( ViewForward );
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GetSpriteAxes(m_Angles, GetType(), spritez, spritex, spritey, ViewUp, ViewRight, ViewForward);
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Vector2D ul, lr;
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Vector2DMultiply( m_UL, m_fScale, ul );
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Vector2DMultiply( m_LR, m_fScale, lr );
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VectorMA( m_Origin, ul.x, spritex, corner );
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VectorMA( corner, lr.y, spritey, corner );
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spritex *= (lr.x - ul.x);
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spritey *= (ul.y - lr.y);
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Vector2D texul, texlr;
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texul.x = m_TexUL.x;
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texul.y = m_bInvert ? m_TexLR.y : m_TexUL.y;
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texlr.x = m_TexLR.x;
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texlr.y = m_bInvert ? m_TexUL.y : m_TexLR.y;
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CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
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pRender->BindTexture( m_pMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, m_MaterialPrimitiveType, 4 );
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meshBuilder.Position3fv(corner.Base());
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meshBuilder.TexCoord2f(0, texul.x, texul.y);
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meshBuilder.Color3ub( color[0], color[1], color[2] );
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meshBuilder.AdvanceVertex();
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corner += spritey;
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meshBuilder.Position3fv(corner.Base());
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meshBuilder.TexCoord2f(0, texul.x, texlr.y);
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meshBuilder.Color3ub( color[0], color[1], color[2] );
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meshBuilder.AdvanceVertex();
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corner += spritex;
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meshBuilder.Position3fv(corner.Base());
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meshBuilder.TexCoord2f(0, texlr.x, texlr.y);
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meshBuilder.Color3ub( color[0], color[1], color[2] );
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meshBuilder.AdvanceVertex();
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corner -= spritey;
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meshBuilder.Position3fv(corner.Base());
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meshBuilder.TexCoord2f(0, texlr.x, texul.y);
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meshBuilder.Color3ub( color[0], color[1], color[2] );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Binds a sprite
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//-----------------------------------------------------------------------------
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void CSpriteModel::Bind( CRender* pRender, int frame )
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{
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if (m_pMaterial && m_pFrameVar)
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{
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m_pFrameVar->SetIntValue( frame );
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pRender->BindTexture( m_pMaterial );
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}
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}
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CSpriteDataCache* LookupSpriteDataCache( const char *pSpritePath )
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{
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char filename[MAX_PATH];
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V_strncpy( filename, pSpritePath, sizeof( filename ) );
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V_FixSlashes( filename );
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CSpriteDataCache *pData;
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int i = g_SpriteDataCache.Find( filename );
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if ( i == g_SpriteDataCache.InvalidIndex() )
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{
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pData = new CSpriteDataCache;
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memset( pData, 0, sizeof( *pData ) );
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g_SpriteDataCache.Insert( filename, pData );
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pData->m_pMaterial = CMaterial::CreateMaterial( filename, true );
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if ( pData->m_pMaterial && pData->m_pMaterial->GetMaterial() )
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{
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pData->m_Width = pData->m_pMaterial->GetWidth();
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pData->m_Height = pData->m_pMaterial->GetHeight();
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pData->m_pFrameVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriteFrame", 0 );
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pData->m_pRenderModeVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriterendermode", 0 );
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pData->m_pOrientationVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriteOrientation", &pData->m_bOrientationVarFound, false );
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pData->m_pOriginVar = pData->m_pMaterial->GetMaterial()->FindVar( "$spriteorigin", &pData->m_bOriginVarFound );
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}
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}
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else
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{
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pData = g_SpriteDataCache[i];
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}
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return pData;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads a sprite material.
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// Input : pszSpritePath -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSpriteModel::LoadSprite(const char *pszSpritePath)
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{
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CSpriteDataCache *pCache = LookupSpriteDataCache( pszSpritePath );
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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;
|
|
}
|