//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #ifndef TEXTUREMANAGER_H #define TEXTUREMANAGER_H #ifdef _WIN32 #pragma once #endif #include "itextureinternal.h" class ITexture; class ITextureInternal; class IVTFTexture; enum { COLOR_CORRECTION_MAX_TEXTURES = 4, COLOR_CORRECTION_TEXTURE_SIZE = 32 }; //----------------------------------------------------------------------------- // Texture manager interface //----------------------------------------------------------------------------- abstract_class ITextureManager { public: // Initialization + shutdown virtual void Init( int nFlags ) = 0; virtual void Shutdown() = 0; // Allocate, free standard render target textures virtual void AllocateStandardRenderTargets( ) = 0; virtual void FreeStandardRenderTargets() = 0; //Some render targets are managed by code outside of the materialsystem but are used by the materialsystem all the time. virtual void CacheExternalStandardRenderTargets() = 0; // Creates a procedural texture // NOTE: Passing in NULL as a texture name will cause it to not // be able to be looked up by name using FindOrLoadTexture. // NOTE: Using compressed textures is not allowed; also // Also, you may not get a texture with the requested size or format; // you'll get something close though. virtual ITextureInternal *CreateProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, int d, ImageFormat fmt, int nFlags ) = 0; // Creates a texture which is a render target virtual ITextureInternal *CreateRenderTargetTexture( const char *pRTName, // NULL for auto-generated name int w, int h, RenderTargetSizeMode_t sizeMode, ImageFormat fmt, RenderTargetType_t type, unsigned int textureFlags, unsigned int renderTargetFlags, bool bMultipleTargets ) = 0; // Loads a texture from disk virtual ITextureInternal *FindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 ) = 0; // Call this to reset the filtering state virtual void ResetTextureFilteringState() = 0; // Reload all textures virtual void ReloadTextures( void ) = 0; // These two are used when we lose our video memory due to a mode switch etc virtual void ReleaseTextures( bool bReleaseManaged = true ) = 0; virtual void RestoreRenderTargets( void ) = 0; virtual void RestoreNonRenderTargetTextures( void ) = 0; // delete any texture that has a refcount <= 0 virtual void RemoveUnusedTextures( void ) = 0; virtual void DebugPrintUsedTextures( void ) = 0; // Request a texture ID virtual int RequestNextTextureID() = 0; // Get at a couple standard textures virtual ITextureInternal *ErrorTexture() = 0; virtual ITextureInternal *NormalizationCubemap() = 0; virtual ITextureInternal *SignedNormalizationCubemap() = 0; virtual ITextureInternal *ColorCorrectionTexture( int index ) = 0; virtual ITextureInternal *ShadowNoise2D() = 0; virtual ITextureInternal *SSAONoise2D() = 0; virtual ITextureInternal *IdentityLightWarp() = 0; virtual ITextureInternal *FullFrameDepthTexture() = 0; virtual ITextureInternal *StereoParamTexture() = 0; // Generates an error texture pattern virtual void GenerateErrorTexture( ITexture *pTexture, IVTFTexture *pVTFTexture ) = 0; // Updates the color correction state virtual void SetColorCorrectionTexture( int i, ITextureInternal *pTexture ) = 0; virtual void ForceAllTexturesIntoHardware( void ) = 0; virtual bool IsTextureLoaded( const char *pTextureName ) = 0; virtual bool GetTextureInformation( char const *szTextureName, MaterialTextureInfo_t &info ) = 0; virtual void RemoveTexture( ITextureInternal *pTexture ) = 0; // start with -1, list terminates with -1 virtual int FindNext( int iIndex, ITextureInternal **ppTexture ) = 0; virtual void AddTextureAlias( const char *pAlias, const char *pRealName ) = 0; virtual void RemoveTextureAlias( const char *pAlias ) = 0; virtual void SetExcludedTextures( const char *pScriptName, bool bUsingWeaponModelCache ) = 0; virtual void UpdateExcludedTextures( void ) = 0; virtual void ClearForceExcludes( void ) = 0; //Releases texture memory bits for temporary render targets, does NOT destroy the CTexture entirely virtual void ReleaseTempRenderTargetBits( void ) = 0; // See CL_HandlePureServerWhitelist for a description of the pure server stuff. virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0; }; //----------------------------------------------------------------------------- // Singleton instance //----------------------------------------------------------------------------- inline ITextureManager *TextureManager() { extern ITextureManager *g_pTextureManager; return g_pTextureManager; } #endif // TEXTUREMANAGER_H