sqwarmed/sdk_src/public/bitmap/psheet.h

137 lines
3.7 KiB
C++

//===== 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 1024
#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