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