Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2013, Valve Corporation, All rights reserved. ============//
//
// Purpose: Provide interface to the custom texture generator
//
// $NoKeywords: $
//=============================================================================//
#ifndef I_COMPOSITE_TEXTURE_GENERATOR_H
#define I_COMPOSITE_TEXTURE_GENERATOR_H
#include "materialsystem/icompositetexture.h"
class IVisualsDataProcessor;
enum CompositeTextureFormat_t { COMPOSITE_TEXTURE_FORMAT_DXT1 = 1, COMPOSITE_TEXTURE_FORMAT_DXT5 = 5 };
enum CompositeTextureSize_t { COMPOSITE_TEXTURE_SIZE_256 = 8, COMPOSITE_TEXTURE_SIZE_512, COMPOSITE_TEXTURE_SIZE_1024, COMPOSITE_TEXTURE_SIZE_2048 };
struct SCompositeTextureInfo { IVisualsDataProcessor *m_pVisualsDataProcessor; CompositeTextureSize_t m_size; CompositeTextureFormat_t m_format; int m_nMaterialParamID; bool m_bSRGB; };
class ICompositeTextureGenerator { public: virtual bool Process( void ) = 0; virtual ICompositeTexture *GetCompositeTexture( IVisualsDataProcessor *pVisualsDataProcessor, int nMaterialParamNameId, CompositeTextureSize_t size, CompositeTextureFormat_t format, bool bSRGB, bool bIgnorePicMip = false , bool bAllowCreate = true ) = 0; virtual ICompositeTexture *GetCompositeTexture( const SCompositeTextureInfo &textureInfo, bool bIgnorePicMip = false , bool bAllowCreate = true ) = 0; virtual bool ForceRegenerate( ICompositeTexture *pTexture ) = 0; };
#endif // I_COMPOSITE_TEXTURE_GENERATOR_H
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