Paranoia2_original/utils/hlsv/SpriteModel.h

124 lines
3.0 KiB
C++

/***
*
* Copyright (c) 1998, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
#ifndef INCLUDED_SPRITEMODEL
#define INCLUDED_SPRITEMODEL
#include "mathlib.h"
/*
==============================================================================
SPRITE MODELS
Alias models are position independent, so the cache manager can move them.
==============================================================================
*/
#include "sprite.h"
typedef struct mspriteframe_s
{
int width;
int height;
float up, down, left, right;
int gl_texturenum;
} mspriteframe_t;
typedef struct
{
int numframes;
float *intervals;
mspriteframe_t *frames[1];
} mspritegroup_t;
typedef struct
{
frametype_t type;
mspriteframe_t *frameptr;
} mspriteframedesc_t;
typedef struct
{
short type;
short texFormat;
int maxwidth;
int maxheight;
int numframes;
int radius;
int facecull;
int synctype;
mspriteframedesc_t frames[1];
} msprite_t;
class SpriteModel
{
public:
msprite_t *getSpriteHeader () const { return m_pspritehdr; }
void updateTimings( float flTime, float flFrametime ) { m_flTime = flTime; m_flFrameTime = flFrametime; }
float getCurrentTime( void ) { return m_flTime; }
void UploadTexture( byte *data, int width, int height, byte *palette, int name, int size = 768, bool has_alpha = false );
int GetNumFrames( void ) { return m_pspritehdr ? m_pspritehdr->numframes : 0; }
void FreeSprite( void );
msprite_t *LoadSprite( const char *modelname );
bool SaveSprite( const char *modelname );
void DrawSprite( void );
int setFrame( int newframe );
void ExtractBbox( Vector &mins, Vector &maxs );
void GetMovement( Vector &delta );
void centerView( bool reset );
void updateSprite( void );
private:
// global settings
float m_flTime;
float m_flFrameTime;
// entity settings
byte m_prevblending[2];
float m_sequencetime;
float m_yaw;
float m_flLerpfrac; // lerp frames
float m_dt;
int m_frame;
matrix4x4 m_protationmatrix;
matrix4x4 m_viewVectors;
// internal data
msprite_t *m_pspritehdr; // pointer to sourcemodel
int m_iFileSize; // real size of model footprint
byte m_palette[1024];
vec3_t m_spritemins;
vec3_t m_spritemaxs;
int m_loadframe;
void SetupTransform( void );
bool AllowLerping( void );
// loading stuff
dframetype_t *LoadSpriteFrame( void *pin, mspriteframe_t **ppframe );
dframetype_t *LoadSpriteGroup( void *pin, mspriteframe_t **ppframe );
// frame compute
mspriteframe_t *GetSpriteFrame( int frame );
float GetSpriteFrameInterpolant( int frame, mspriteframe_t **old, mspriteframe_t **cur );
// draw
void DrawQuad( mspriteframe_t *frame, const vec3_t &org, const vec3_t &v_right, const vec3_t &v_up, float scale );
};
extern SpriteModel g_spriteModel;
extern byte palette_q1[];
#endif