Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ================================== //
//
// Purpose: Defines a texture compositor which uses simple operations and shaders to
// create complex procedural textures.
//
//============================================================================================== //
#ifndef CTEXTURECOMPOSITOR_H
#define CTEXTURECOMPOSITOR_H
#include "materialsystem/itexturecompositor.h"
#include "materialsystem/combineoperations.h"
class CTCStage;
// ------------------------------------------------------------------------------------------------
struct RenderTarget_t { int m_nWidth; int m_nHeight; ITexture* m_pRT; };
// ------------------------------------------------------------------------------------------------
class CTextureCompositor : public ITextureCompositor { public: CTextureCompositor( int _width, int _height, int nTeam, const char* pCompositeName, uint64 nRandomSeed, uint32 nTexCompositeCreateFlags );
virtual int AddRef() OVERRIDE; virtual int Release() OVERRIDE; virtual int GetRefCount() const OVERRIDE { return m_nReferenceCount; }
virtual void Update() OVERRIDE; virtual ITexture* GetResultTexture() const OVERRIDE; virtual ECompositeResolveStatus GetResolveStatus() const OVERRIDE; virtual void ScheduleResolve() OVERRIDE;
void Resolve();
void Error( bool _retry, PRINTF_FORMAT_STRING const char* _debugDevMsg, ... );
void SetRootStage( CTCStage* _rootStage );
ITexture* AllocateCompositorRenderTarget( ); void ReleaseCompositorRenderTarget( ITexture* _tex );
int GetTeamNumber() const { return m_nTeam; } const CUtlString& GetName() const { return m_CompositeName; } uint32 GetCreateFlags() const { return m_nTexCompositeCreateFlags; } void GetTextureName( char* pOutBuffer, int nBufferLen ) const; void GetSeed( uint32* pOutHi, uint32* pOutLo ) const;
void SetTemplate( const char* pTemplate ) { m_TemplateName = pTemplate; } bool UsesTemplate() const { return m_TemplateName.IsEmpty() == false; } const CUtlString& GetTemplateName() const { return m_TemplateName; }
protected: virtual ~CTextureCompositor(); void Restart();
private: void Shutdown();
CInterlockedInt m_nReferenceCount;
int m_nWidth; int m_nHeight; int m_nTeam; uint64 m_nRandomSeed; CTCStage* m_pRootStage; ECompositeResolveStatus m_ResolveStatus;
// Did an error occur
bool m_bError; // And is it fatal, or should we try again?
bool m_bFatal;
CUtlVector<RenderTarget_t> m_RenderTargetPool; int m_nRenderTargetsAllocated; int m_nCompositePaintKitId;
CUtlString m_CompositeName; CUtlString m_TemplateName; uint32 m_nTexCompositeCreateFlags; bool m_bHasTeamSpecifics; };
// ------------------------------------------------------------------------------------------------
class CTextureCompositorTemplate { public: static CTextureCompositorTemplate* Create( const char* pName, KeyValues* pTmplDesc ); ~CTextureCompositorTemplate();
/* const */ KeyValues* GetKV() /* const */ { return m_pKV; } const CUtlString& GetName() const { return m_Name; }
bool ResolveDependencies() const; bool HasDependencyCycles(); // Not const because we update m_bCheckedForCycles
void SetImplementsName( const CUtlString& implementsName ) { m_ImplementsName = implementsName; } bool ImplementsTemplate() const { return m_ImplementsName.IsEmpty() == false; } const CUtlString& GetImplementsName() const { return m_ImplementsName; }
void SetCheckedForCycles( bool checked ) { m_bCheckedForCycles = checked; } bool HasCheckedForCycles() const { return m_bCheckedForCycles; }
private: CTextureCompositorTemplate( const char* pName, KeyValues* pKV ) : m_pKV( pKV ) , m_Name( pName ) , m_bCheckedForCycles( false ) { }
KeyValues* m_pKV;
// Our own name
CUtlString m_Name;
// If we are an implementation of another template, what is that template's name?
CUtlString m_ImplementsName;
// Have we checked this template and it's hierarchy for cycles? If so we can early out on future checks.
bool m_bCheckedForCycles; };
// ------------------------------------------------------------------------------------------------
const char *GetCombinedMaterialName( ECombineOperation eMaterial ); CTextureCompositor* CreateTextureCompositor( int _w, int _h, const char* pCompositeName, int nTeamNum, uint64 _randomSeed, KeyValues* _stageDesc, uint32 texCompositeCreateFlags );
#endif /* CTEXTURECOMPOSITOR_H */
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