mirror of
https://github.com/nillerusr/source-engine.git
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181 lines
6.3 KiB
C++
181 lines
6.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef TEXTUREMANAGER_H
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#define TEXTUREMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "itextureinternal.h"
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class ITexture;
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class ITextureInternal;
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class IVTFTexture;
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enum
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{
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COLOR_CORRECTION_MAX_TEXTURES = 4,
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COLOR_CORRECTION_TEXTURE_SIZE = 32
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};
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class CTextureCompositorTemplate;
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//-----------------------------------------------------------------------------
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// Texture manager interface
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//-----------------------------------------------------------------------------
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abstract_class ITextureManager
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{
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public:
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// Initialization + shutdown
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virtual void Init( int nFlags ) = 0;
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virtual void Shutdown() = 0;
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// Allocate, free standard render target textures
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virtual void AllocateStandardRenderTargets( ) = 0;
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virtual void FreeStandardRenderTargets() = 0;
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//Some render targets are managed by code outside of the materialsystem but are used by the materialsystem all the time.
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virtual void CacheExternalStandardRenderTargets() = 0;
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// Creates a procedural texture
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// NOTE: Passing in NULL as a texture name will cause it to not
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// be able to be looked up by name using FindOrLoadTexture.
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// Also, you may not get a texture with the requested size or format;
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// you'll get something close though.
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virtual ITextureInternal *CreateProceduralTexture(
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const char *pTextureName,
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const char *pTextureGroupName,
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int w,
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int h,
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int d,
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ImageFormat fmt,
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int nFlags,
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ITextureRegenerator *generator = NULL) = 0;
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// Creates a texture which is a render target
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virtual ITextureInternal *CreateRenderTargetTexture(
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const char *pRTName, // NULL for auto-generated name
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int w,
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int h,
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RenderTargetSizeMode_t sizeMode,
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ImageFormat fmt,
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RenderTargetType_t type,
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unsigned int textureFlags,
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unsigned int renderTargetFlags ) = 0;
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// Loads a texture from disk
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virtual ITextureInternal *FindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 ) = 0;
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// Call this to reset the filtering state
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virtual void ResetTextureFilteringState() = 0;
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// Reload all textures
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virtual void ReloadTextures( void ) = 0;
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// These two are used when we lose our video memory due to a mode switch etc
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virtual void ReleaseTextures( void ) = 0;
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virtual void RestoreRenderTargets( void ) = 0;
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virtual void RestoreNonRenderTargetTextures( void ) = 0;
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// Suspend or resume texture streaming requests
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virtual void SuspendTextureStreaming( void ) = 0;
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virtual void ResumeTextureStreaming( void ) = 0;
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// delete any texture that has a refcount <= 0
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virtual void RemoveUnusedTextures( void ) = 0;
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virtual void DebugPrintUsedTextures( void ) = 0;
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// Request a texture ID
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virtual int RequestNextTextureID() = 0;
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// Get at a couple standard textures
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virtual ITextureInternal *ErrorTexture() = 0;
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virtual ITextureInternal *NormalizationCubemap() = 0;
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virtual ITextureInternal *SignedNormalizationCubemap() = 0;
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virtual ITextureInternal *ColorCorrectionTexture( int index ) = 0;
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virtual ITextureInternal *ShadowNoise2D() = 0;
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virtual ITextureInternal *IdentityLightWarp() = 0;
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virtual ITextureInternal *FullFrameDepthTexture() = 0;
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virtual ITextureInternal *DebugLuxels2D() = 0;
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// Generates an error texture pattern
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virtual void GenerateErrorTexture( ITexture *pTexture, IVTFTexture *pVTFTexture ) = 0;
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// Updates the color correction state
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virtual void SetColorCorrectionTexture( int i, ITextureInternal *pTexture ) = 0;
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virtual void ForceAllTexturesIntoHardware( void ) = 0;
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virtual bool IsTextureLoaded( const char *pTextureName ) = 0;
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// Mark a texture as now-unreferenced, so it can be checked for removal at a later (and thread-safe) time.
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virtual void MarkUnreferencedTextureForCleanup( ITextureInternal *pTexture ) = 0;
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virtual void RemoveTexture( ITextureInternal *pTexture ) = 0;
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// start with -1, list terminates with -1
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virtual int FindNext( int iIndex, ITextureInternal **ppTexture ) = 0;
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virtual void AddTextureAlias( const char *pAlias, const char *pRealName ) = 0;
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virtual void RemoveTextureAlias( const char *pAlias ) = 0;
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virtual void SetExcludedTextures( const char *pScriptName ) = 0;
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virtual void UpdateExcludedTextures( void ) = 0;
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//Releases texture memory bits for temporary render targets, does NOT destroy the CTexture entirely
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virtual void ReleaseTempRenderTargetBits( void ) = 0;
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// See CL_HandlePureServerWhitelist for a description of the pure server stuff.
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virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0;
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// Called once per frame by material system "somewhere."
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virtual void Update( ) = 0;
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// Load a texture asynchronously and then call the provided callback.
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virtual void AsyncFindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain, int nAdditionalCreationFlags ) = 0;
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// Stream a render target back to system memory, perform format conversion to the specified destination format,
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virtual void AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) = 0;
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virtual void WarmTextureCache() = 0;
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virtual void CoolTextureCache() = 0;
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virtual void RequestAllMipmaps( ITextureInternal* pTex ) = 0;
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virtual void EvictAllTextures() = 0;
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virtual void UpdatePostAsync() = 0;
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virtual void ReleaseAsyncScratchVTF( IVTFTexture* pScratchVTF ) = 0;
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virtual bool ThreadInAsyncLoadThread() const = 0;
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virtual bool ThreadInAsyncReadThread() const = 0;
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virtual bool HasPendingTextureDestroys() const = 0;
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virtual bool AddTextureCompositorTemplate( const char* pName, KeyValues* pTmplDesc ) = 0;
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virtual bool VerifyTextureCompositorTemplates() = 0;
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virtual CTextureCompositorTemplate* FindTextureCompositorTemplate( const char* pName ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Singleton instance
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//-----------------------------------------------------------------------------
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inline ITextureManager *TextureManager()
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{
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extern ITextureManager *g_pTextureManager;
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return g_pTextureManager;
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}
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#endif // TEXTUREMANAGER_H
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