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102 lines
3.5 KiB
102 lines
3.5 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Contains all texture state for the material system surface to use
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TEXTUREDICTIONARY_H
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#define TEXTUREDICTIONARY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "rendersystem/irenderdevice.h"
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class IMaterial;
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class IMaterial2;
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enum
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{
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INVALID_TEXTURE_ID = -1
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};
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enum ETextureScaling
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{
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k_ETextureScalingLinear = 1,
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k_ETextureScalingPointSample = 2,
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};
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//-----------------------------------------------------------------------------
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// A class that manages textures used by the material system surface
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//-----------------------------------------------------------------------------
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class ITextureDictionary
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{
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public:
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// Create, destroy textures
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virtual int CreateTexture( bool procedural = false ) = 0;
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virtual void DestroyTexture( int id ) = 0;
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virtual void DestroyAllTextures() = 0;
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// Is this a valid id?
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virtual bool IsValidId( int id ) const = 0;
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// Binds a material to a texture
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virtual void BindTextureToFile( int id, const char *pFileName ) = 0;
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// Binds a material to a texture
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virtual void BindTextureToMaterial( int id, IMaterial *pMaterial ) = 0;
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// Binds a material to a texture
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virtual void BindTextureToMaterialReference( int id, int referenceId, IMaterial *pMaterial ) = 0;
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// Texture info
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virtual IMaterial *GetTextureMaterial( int id ) = 0; // Source1 version
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virtual HRenderTexture GetTextureHandle( int textureId ) = 0; // Source2 version
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virtual void GetTextureSize(int id, int& iWide, int& iTall ) = 0;
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virtual void GetTextureTexCoords( int id, float &s0, float &t0, float &s1, float &t1 ) = 0;
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virtual void SetTextureRGBA( int id, const char* rgba, int wide, int tall ) = 0;
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virtual void SetTextureRGBAEx( int id, const char* rgba, int wide, int tall, ImageFormat format, ETextureScaling eScaling ) = 0;
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virtual int FindTextureIdForTextureFile( char const *pFileName ) = 0;
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virtual void SetSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall ) = 0;
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virtual void SetSubTextureRGBAEx( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat format ) = 0;
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virtual void UpdateSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat ) = 0;
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virtual void BindTextureToMaterial2Reference( int id, int referenceId, IMaterial2 *pMaterial ) = 0;
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virtual void BindTextureToMaterial2( int id, IMaterial2 *pMaterial ) = 0;
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virtual IMaterial2 *GetTextureMaterial2( int id ) = 0; // Source2 version
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#if defined( _X360 )
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//
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// Local gamerpic
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//
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// Get the texture id for the local gamerpic.
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virtual int GetLocalGamerpicTextureID( void ) const = 0;
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// Update the local gamerpic texture. Use the given texture if a gamerpic cannot be loaded.
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virtual bool SetLocalGamerpicTexture( DWORD userIndex, const char *pDefaultGamerpicFileName ) = 0;
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//
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// Remote gamerpic
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//
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// Get the texture id for a remote gamerpic with the given xuid.
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virtual int GetRemoteGamerpicTextureID( XUID xuid ) = 0;
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// Update the remote gamerpic texture for the given xuid. Use the given texture if a gamerpic cannot be loaded.
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virtual bool SetRemoteGamerpicTextureID( XUID xuid, const char *pDefaultGamerpicFileName ) = 0;
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#endif // _X360
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};
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ITextureDictionary *TextureDictionary();
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#endif // TEXTUREDICTIONARY_H
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