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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef SPRITE_H
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#define SPRITE_H
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#pragma once
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#include "mathlib/mathlib.h"
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#include "materialsystem/imaterialsystem.h"
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class CTexture;
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class CMaterial;
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class IMaterialVar;
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class CRender;
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class CRender3D;
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// must match definition in modelgen.h
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enum synctype_t
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{
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ST_SYNC=0,
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ST_RAND
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};
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#define SPR_VP_PARALLEL_UPRIGHT 0
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#define SPR_FACING_UPRIGHT 1
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#define SPR_VP_PARALLEL 2
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#define SPR_ORIENTED 3
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#define SPR_VP_PARALLEL_ORIENTED 4
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#define SPR_NORMAL 0
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#define SPR_ADDITIVE 1
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#define SPR_INDEXALPHA 2
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#define SPR_ALPHATEST 3
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//-----------------------------------------------------------------------------
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// From engine\GL_MODEL.H:
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//-----------------------------------------------------------------------------
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class CSpriteModel
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{
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public:
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CSpriteModel(void);
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~CSpriteModel(void);
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bool LoadSprite(const char *pszSpritePath);
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int GetFrameCount(void);
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int GetWidth() const;
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int GetHeight() const;
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int GetType() const;
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void Bind( CRender* pRender, int frame );
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void GetRect( float& left, float& up, float& right, float& down ) const;
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void SetRenderMode( const int mode );
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void SetMaterialPrimitiveType( const MaterialPrimitiveType_t type );
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void SetOrigin( const Vector &v );
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void GetOrigin( Vector &v );
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void SetAngles( const QAngle& pfAngles );
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void SetScale( const float fScale );
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void SetInvert( const bool b );
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inline void SetTextureExtent( Vector2D TexUL, Vector2D TexLR ) { m_TexUL = TexUL; m_TexLR = TexLR; }
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inline void SetExtent( Vector2D UL, Vector2D LR ) { m_UL = UL; m_LR = LR; }
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void DrawSprite3D( CRender3D *pRender, unsigned char color[3] );
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protected:
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void GetSpriteAxes(QAngle& Angles, int type, Vector& forward, Vector& right, Vector& up, Vector& ViewUp, Vector& ViewRight, Vector& ViewForward);
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Vector m_Origin;
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QAngle m_Angles;
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float m_fScale;
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MaterialPrimitiveType_t m_MaterialPrimitiveType;
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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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int m_NumFrames;
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int m_Type;
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int m_Width;
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int m_Height;
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bool m_bInvert;
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Vector2D m_TexUL, m_TexLR;
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Vector2D m_UL, m_LR;
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};
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//-----------------------------------------------------------------------------
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// inline methods
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//-----------------------------------------------------------------------------
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inline int CSpriteModel::GetWidth() const
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{
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return m_Width;
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}
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inline int CSpriteModel::GetHeight() const
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{
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return m_Height;
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}
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inline int CSpriteModel::GetType() const
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{
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return m_Type;
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}
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inline void CSpriteModel::GetRect( float& left, float& up, float& right, float& down ) const
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{
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left = m_UL.x;
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right = m_LR.x;
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up = m_UL.y;
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down = m_LR.y;
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}
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//-----------------------------------------------------------------------------
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// Sprite cache
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//-----------------------------------------------------------------------------
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struct SpriteCache_t
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{
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CSpriteModel *pSprite;
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char *pszPath;
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int nRefCount;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#define SPRITE_CACHE_SIZE 1024
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class CSpriteCache
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{
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public:
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static CSpriteModel *CreateSprite(const char *pszSpritePath);
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static void AddRef(CSpriteModel *pSprite);
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static void Release(CSpriteModel *pSprite);
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protected:
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static bool AddSprite(CSpriteModel *pSprite, const char *pszSpritePath);
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static void RemoveSprite(CSpriteModel *pSprite);
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static SpriteCache_t m_Cache[SPRITE_CACHE_SIZE];
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static int m_nItems;
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};
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#endif // SPRITE_H
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