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133 lines
4.3 KiB
C++
133 lines
4.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ================================== //
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//
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// Purpose: Defines a texture compositor which uses simple operations and shaders to
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// create complex procedural textures.
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//
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//============================================================================================== //
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#ifndef CTEXTURECOMPOSITOR_H
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#define CTEXTURECOMPOSITOR_H
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#include "materialsystem/itexturecompositor.h"
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#include "materialsystem/combineoperations.h"
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class CTCStage;
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// ------------------------------------------------------------------------------------------------
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struct RenderTarget_t
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{
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int m_nWidth;
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int m_nHeight;
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ITexture* m_pRT;
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};
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// ------------------------------------------------------------------------------------------------
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class CTextureCompositor : public ITextureCompositor
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{
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public:
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CTextureCompositor( int _width, int _height, int nTeam, const char* pCompositeName, uint64 nRandomSeed, uint32 nTexCompositeCreateFlags );
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virtual int AddRef() OVERRIDE;
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virtual int Release() OVERRIDE;
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virtual int GetRefCount() const OVERRIDE { return m_nReferenceCount; }
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virtual void Update() OVERRIDE;
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virtual ITexture* GetResultTexture() const OVERRIDE;
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virtual ECompositeResolveStatus GetResolveStatus() const OVERRIDE;
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virtual void ScheduleResolve() OVERRIDE;
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void Resolve();
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void Error( bool _retry, PRINTF_FORMAT_STRING const char* _debugDevMsg, ... );
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void SetRootStage( CTCStage* _rootStage );
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ITexture* AllocateCompositorRenderTarget( );
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void ReleaseCompositorRenderTarget( ITexture* _tex );
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int GetTeamNumber() const { return m_nTeam; }
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const CUtlString& GetName() const { return m_CompositeName; }
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uint32 GetCreateFlags() const { return m_nTexCompositeCreateFlags; }
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void GetTextureName( char* pOutBuffer, int nBufferLen ) const;
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void GetSeed( uint32* pOutHi, uint32* pOutLo ) const;
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void SetTemplate( const char* pTemplate ) { m_TemplateName = pTemplate; }
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bool UsesTemplate() const { return m_TemplateName.IsEmpty() == false; }
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const CUtlString& GetTemplateName() const { return m_TemplateName; }
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protected:
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virtual ~CTextureCompositor();
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void Restart();
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private:
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void Shutdown();
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CInterlockedInt m_nReferenceCount;
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int m_nWidth;
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int m_nHeight;
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int m_nTeam;
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uint64 m_nRandomSeed;
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CTCStage* m_pRootStage;
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ECompositeResolveStatus m_ResolveStatus;
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// Did an error occur
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bool m_bError;
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// And is it fatal, or should we try again?
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bool m_bFatal;
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CUtlVector<RenderTarget_t> m_RenderTargetPool;
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int m_nRenderTargetsAllocated;
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int m_nCompositePaintKitId;
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CUtlString m_CompositeName;
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CUtlString m_TemplateName;
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uint32 m_nTexCompositeCreateFlags;
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bool m_bHasTeamSpecifics;
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};
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// ------------------------------------------------------------------------------------------------
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class CTextureCompositorTemplate
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{
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public:
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static CTextureCompositorTemplate* Create( const char* pName, KeyValues* pTmplDesc );
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~CTextureCompositorTemplate();
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/* const */ KeyValues* GetKV() /* const */ { return m_pKV; }
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const CUtlString& GetName() const { return m_Name; }
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bool ResolveDependencies() const;
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bool HasDependencyCycles(); // Not const because we update m_bCheckedForCycles
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void SetImplementsName( const CUtlString& implementsName ) { m_ImplementsName = implementsName; }
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bool ImplementsTemplate() const { return m_ImplementsName.IsEmpty() == false; }
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const CUtlString& GetImplementsName() const { return m_ImplementsName; }
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void SetCheckedForCycles( bool checked ) { m_bCheckedForCycles = checked; }
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bool HasCheckedForCycles() const { return m_bCheckedForCycles; }
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private:
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CTextureCompositorTemplate( const char* pName, KeyValues* pKV )
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: m_pKV( pKV )
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, m_Name( pName )
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, m_bCheckedForCycles( false )
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{ }
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KeyValues* m_pKV;
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// Our own name
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CUtlString m_Name;
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// If we are an implementation of another template, what is that template's name?
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CUtlString m_ImplementsName;
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// Have we checked this template and it's hierarchy for cycles? If so we can early out on future checks.
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bool m_bCheckedForCycles;
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};
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// ------------------------------------------------------------------------------------------------
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const char *GetCombinedMaterialName( ECombineOperation eMaterial );
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CTextureCompositor* CreateTextureCompositor( int _w, int _h, const char* pCompositeName, int nTeamNum, uint64 _randomSeed, KeyValues* _stageDesc, uint32 texCompositeCreateFlags );
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#endif /* CTEXTURECOMPOSITOR_H */
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