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312 lines
9.6 KiB
312 lines
9.6 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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// Implements local hooks into named renderable textures.
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// See matrendertexture.cpp in material system for list of available RT's
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//
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//=============================================================================//
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#include "materialsystem/imesh.h"
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#include "materialsystem/itexture.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#include "tier1/strtools.h"
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#include "rendertexture.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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void ReleaseRenderTargets( int nChangeFlags );
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void AddReleaseFunc( void )
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{
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static bool bAdded = false;
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if( !bAdded )
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{
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bAdded = true;
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materials->AddReleaseFunc( ReleaseRenderTargets );
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}
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}
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//=============================================================================
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// Stereo Param Texture
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//=============================================================================
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static CTextureReference s_pStereoParamTexture;
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ITexture *GetStereoParamTexture( void )
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{
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if ( !s_pStereoParamTexture )
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{
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s_pStereoParamTexture.Init( materials->FindTexture( "stereoparam", TEXTURE_GROUP_OTHER ) );
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Assert( !IsErrorTexture( s_pStereoParamTexture ) );
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AddReleaseFunc();
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}
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return s_pStereoParamTexture;
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}
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//=============================================================================
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// Power of Two Frame Buffer Texture
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//=============================================================================
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static CTextureReference s_pPowerOfTwoFrameBufferTexture;
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ITexture *GetPowerOfTwoFrameBufferTexture( void )
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{
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if ( IsGameConsole() )
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{
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return GetFullFrameFrameBufferTexture( 1 );
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}
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if ( !s_pPowerOfTwoFrameBufferTexture )
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{
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s_pPowerOfTwoFrameBufferTexture.Init( materials->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pPowerOfTwoFrameBufferTexture ) );
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AddReleaseFunc();
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}
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return s_pPowerOfTwoFrameBufferTexture;
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}
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//=============================================================================
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// Fullscreen Texture
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//=============================================================================
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static CTextureReference s_pFullscreenTexture;
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ITexture *GetFullscreenTexture( void )
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{
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if ( !s_pFullscreenTexture )
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{
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s_pFullscreenTexture.Init( materials->FindTexture( "_rt_Fullscreen", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pFullscreenTexture ) );
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AddReleaseFunc();
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}
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return s_pFullscreenTexture;
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}
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//=============================================================================
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// Camera Texture
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//=============================================================================
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static CTextureReference s_pCameraTexture;
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ITexture *GetCameraTexture( void )
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{
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if ( !s_pCameraTexture )
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{
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s_pCameraTexture.Init( materials->FindTexture( "_rt_Camera", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pCameraTexture ) );
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AddReleaseFunc();
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}
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return s_pCameraTexture;
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}
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//=============================================================================
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// Full Frame Depth Texture
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//=============================================================================
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static CTextureReference s_pFullFrameDepthTexture;
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ITexture *GetFullFrameDepthTexture( void )
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{
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if ( !s_pFullFrameDepthTexture )
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{
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s_pFullFrameDepthTexture.Init( materials->FindTexture( "_rt_FullFrameDepth", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pFullFrameDepthTexture ) );
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AddReleaseFunc();
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}
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return s_pFullFrameDepthTexture;
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}
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//=============================================================================
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// Full Frame Buffer Textures
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//=============================================================================
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static CTextureReference s_pFullFrameFrameBufferTexture[MAX_FB_TEXTURES];
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ITexture *GetFullFrameFrameBufferTexture( int textureIndex )
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{
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if ( !s_pFullFrameFrameBufferTexture[textureIndex] )
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{
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char name[256];
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if( textureIndex != 0 )
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{
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Q_snprintf( name, ARRAYSIZE( name ), "_rt_FullFrameFB%d", textureIndex );
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}
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else
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{
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Q_strcpy( name, "_rt_FullFrameFB" );
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}
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s_pFullFrameFrameBufferTexture[textureIndex].Init( materials->FindTexture( name, TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pFullFrameFrameBufferTexture[textureIndex] ) );
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AddReleaseFunc();
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}
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return s_pFullFrameFrameBufferTexture[textureIndex];
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}
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//=============================================================================
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// Water reflection
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//=============================================================================
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static CTextureReference s_pWaterReflectionTexture;
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ITexture *GetWaterReflectionTexture( void )
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{
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if ( !s_pWaterReflectionTexture )
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{
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s_pWaterReflectionTexture.Init( materials->FindTexture( "_rt_WaterReflection", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pWaterReflectionTexture ) );
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AddReleaseFunc();
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}
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return s_pWaterReflectionTexture;
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}
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//=============================================================================
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// Water refraction
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//=============================================================================
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static CTextureReference s_pWaterRefractionTexture;
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ITexture *GetWaterRefractionTexture( void )
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{
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if ( !s_pWaterRefractionTexture )
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{
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s_pWaterRefractionTexture.Init( materials->FindTexture( "_rt_WaterRefraction", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pWaterRefractionTexture ) );
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AddReleaseFunc();
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}
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return s_pWaterRefractionTexture;
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}
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//=============================================================================
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// Custom Weapon RT
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//=============================================================================
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static CTextureReference s_pCustomWeaponTexture;
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ITexture *GetCustomWeaponTexture( void )
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{
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if ( !s_pCustomWeaponTexture )
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{
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s_pCustomWeaponTexture.Init( materials->FindTexture( "_rt_CustomWeapon", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pCustomWeaponTexture ) );
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AddReleaseFunc();
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}
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return s_pCustomWeaponTexture;
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}
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//=============================================================================
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// Custom Weapon RT for exponent
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//=============================================================================
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static CTextureReference s_pCustomWeaponTextureExp;
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ITexture *GetCustomWeaponTextureExp( void )
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{
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if ( !s_pCustomWeaponTextureExp )
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{
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s_pCustomWeaponTextureExp.Init( materials->FindTexture( "_rt_CustomWeaponExp", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pCustomWeaponTextureExp ) );
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AddReleaseFunc();
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}
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return s_pCustomWeaponTextureExp;
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}
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//=============================================================================
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// Small Buffer HDR0
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//=============================================================================
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static CTextureReference s_pSmallBufferHDR0;
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ITexture *GetSmallBufferHDR0( void )
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{
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if ( !s_pSmallBufferHDR0 )
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{
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s_pSmallBufferHDR0.Init( materials->FindTexture( "_rt_SmallHDR0", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pSmallBufferHDR0 ) );
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AddReleaseFunc();
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}
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return s_pSmallBufferHDR0;
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}
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//=============================================================================
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// Small Buffer HDR1
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//=============================================================================
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static CTextureReference s_pSmallBufferHDR1;
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ITexture *GetSmallBufferHDR1( void )
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{
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if ( !s_pSmallBufferHDR1 )
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{
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s_pSmallBufferHDR1.Init( materials->FindTexture( "_rt_SmallHDR1", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pSmallBufferHDR1 ) );
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AddReleaseFunc();
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}
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return s_pSmallBufferHDR1;
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}
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//=============================================================================
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// Quarter Sized FB0
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//=============================================================================
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static CTextureReference s_pQuarterSizedFB0;
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ITexture *GetSmallBuffer0( void )
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{
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if ( !s_pQuarterSizedFB0 )
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{
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s_pQuarterSizedFB0.Init( materials->FindTexture( "_rt_SmallFB0", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pQuarterSizedFB0 ) );
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AddReleaseFunc();
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}
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return s_pQuarterSizedFB0;
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}
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//=============================================================================
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// Quarter Sized FB1
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//=============================================================================
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static CTextureReference s_pQuarterSizedFB1;
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ITexture *GetSmallBuffer1( void )
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{
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if ( !s_pQuarterSizedFB1 )
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{
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s_pQuarterSizedFB1.Init( materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pQuarterSizedFB1 ) );
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AddReleaseFunc();
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}
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return s_pQuarterSizedFB1;
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}
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//=============================================================================
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// Teeny Textures
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//=============================================================================
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static CTextureReference s_TeenyTextures[MAX_TEENY_TEXTURES];
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ITexture *GetTeenyTexture( int which )
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{
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if ( IsGameConsole() )
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{
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Assert( 0 );
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return NULL;
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}
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Assert( which < MAX_TEENY_TEXTURES );
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if ( !s_TeenyTextures[which] )
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{
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char nbuf[20];
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Q_snprintf( nbuf, ARRAYSIZE( nbuf ), "_rt_TeenyFB%d", which );
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s_TeenyTextures[which].Init( materials->FindTexture( nbuf, TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_TeenyTextures[which] ) );
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AddReleaseFunc();
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}
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return s_TeenyTextures[which];
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}
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void ReleaseRenderTargets( int nChangeFlags )
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{
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if ( nChangeFlags & MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED )
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return;
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s_pPowerOfTwoFrameBufferTexture.Shutdown();
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s_pCameraTexture.Shutdown();
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s_pWaterReflectionTexture.Shutdown();
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s_pWaterRefractionTexture.Shutdown();
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s_pQuarterSizedFB0.Shutdown();
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s_pQuarterSizedFB1.Shutdown();
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s_pFullFrameDepthTexture.Shutdown();
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s_pCustomWeaponTexture.Shutdown();
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for (int i=0; i<MAX_FB_TEXTURES; ++i)
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{
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s_pFullFrameFrameBufferTexture[i].Shutdown();
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}
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}
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