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https://github.com/nillerusr/source-engine.git
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64 lines
2.4 KiB
C
64 lines
2.4 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Has init functions for all the standard render targets used by most games.
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// Mods who wish to make their own render targets can inherit from this class
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// and in the 'InitClientRenderTargets' interface called by the engine, set up
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// their own render targets as well as calling the init functions for various
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// common render targets provided by this class.
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//
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// Note: Unless the client defines a singleton interface by inheriting from
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// this class and exposing the singleton instance, these init and shutdown
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// functions WILL NOT be called by the engine.
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//
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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 CLIENTRENDERTARTETS_H_
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#define CLIENTRENDERTARTETS_H_
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#ifdef _WIN32
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#pragma once
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#endif
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#include "game/client/iclientrendertargets.h" // base class with interfaces called by the engine
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#include "materialsystem/imaterialsystem.h" // for material system classes and interfaces
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// Externs
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class IMaterialSystem;
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class IMaterialSystemHardwareConfig;
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class CBaseClientRenderTargets : public IClientRenderTargets
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{
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// no networked vars
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DECLARE_CLASS_GAMEROOT( CBaseClientRenderTargets, IClientRenderTargets );
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public:
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// Interface called by engine during material system startup.
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virtual void InitClientRenderTargets ( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize = 1024, int iCameraTextureSize = 256 );
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// Shutdown all custom render targets here.
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virtual void ShutdownClientRenderTargets ( void );
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protected:
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// Standard render textures used by most mods-- Classes inheriting from
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// this can choose to init these or not depending on their needs.
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// For reflective and refracting water
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CTextureReference m_WaterReflectionTexture;
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CTextureReference m_WaterRefractionTexture;
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// Used for monitors
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CTextureReference m_CameraTexture;
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// Used for the HUD in stereo and head tracking mode
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CTextureReference m_UITexture;
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// Init functions for the common render targets
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ITexture* CreateWaterReflectionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 );
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ITexture* CreateWaterRefractionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 );
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ITexture* CreateCameraTexture( IMaterialSystem* pMaterialSystem, int iSize = 256 );
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};
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#endif // CLIENTRENDERTARTETS_H_
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