Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ITEXTURE_H
#define ITEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "bitmap/imageformat.h" // ImageFormat defn.
class IVTFTexture; class ITexture; struct Rect_t;
//-----------------------------------------------------------------------------
// This will get called on procedural textures to re-fill the textures
// with the appropriate bit pattern. Calling Download() will also
// cause this interface to be called. It will also be called upon
// mode switch, or on other occasions where the bits are discarded.
//-----------------------------------------------------------------------------
abstract_class ITextureRegenerator { public: // This will be called when the texture bits need to be regenerated.
// Use the VTFTexture interface, which has been set up with the
// appropriate texture size + format
// The rect specifies which part of the texture needs to be updated
// You can choose to update all of the bits if you prefer
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect ) = 0;
// This will be called when the regenerator needs to be deleted
// which will happen when the texture is destroyed
virtual void Release() = 0;
// (erics): This should have a virtual destructor, but would be ABI breaking (non-versioned interface implemented
// by the game)
// virtual ~ITextureRegenerator(){}
};
abstract_class ITexture { public: // Various texture polling methods
virtual const char *GetName( void ) const = 0; virtual int GetMappingWidth() const = 0; virtual int GetMappingHeight() const = 0; virtual int GetActualWidth() const = 0; virtual int GetActualHeight() const = 0; virtual int GetNumAnimationFrames() const = 0; virtual bool IsTranslucent() const = 0; virtual bool IsMipmapped() const = 0;
virtual void GetLowResColorSample( float s, float t, float *color ) const = 0;
// Gets texture resource data of the specified type.
// Params:
// eDataType type of resource to retrieve.
// pnumBytes on return is the number of bytes available in the read-only data buffer or is undefined
// Returns:
// pointer to the resource data, or NULL
virtual void *GetResourceData( uint32 eDataType, size_t *pNumBytes ) const = 0;
// Methods associated with reference count
virtual void IncrementReferenceCount( void ) = 0; virtual void DecrementReferenceCount( void ) = 0;
inline void AddRef() { IncrementReferenceCount(); } inline void Release() { DecrementReferenceCount(); }
// Used to modify the texture bits (procedural textures only)
virtual void SetTextureRegenerator( ITextureRegenerator *pTextureRegen ) = 0;
// Reconstruct the texture bits in HW memory
// If rect is not specified, reconstruct all bits, otherwise just
// reconstruct a subrect.
virtual void Download( Rect_t *pRect = 0, int nAdditionalCreationFlags = 0 ) = 0;
// Uses for stats. . .get the approximate size of the texture in it's current format.
virtual int GetApproximateVidMemBytes( void ) const = 0;
// Returns true if the texture data couldn't be loaded.
virtual bool IsError() const = 0;
// NOTE: Stuff after this is added after shipping HL2.
// For volume textures
virtual bool IsVolumeTexture() const = 0; virtual int GetMappingDepth() const = 0; virtual int GetActualDepth() const = 0;
virtual ImageFormat GetImageFormat() const = 0; virtual NormalDecodeMode_t GetNormalDecodeMode() const = 0;
// Various information about the texture
virtual bool IsRenderTarget() const = 0; virtual bool IsCubeMap() const = 0; virtual bool IsNormalMap() const = 0; virtual bool IsProcedural() const = 0;
virtual void DeleteIfUnreferenced() = 0;
#if defined( _X360 )
virtual bool ClearTexture( int r, int g, int b, int a ) = 0; virtual bool CreateRenderTargetSurface( int width, int height, ImageFormat format, bool bSameAsTexture ) = 0; #endif
// swap everything except the name with another texture
virtual void SwapContents( ITexture *pOther ) = 0;
// Retrieve the vtf flags mask
virtual unsigned int GetFlags( void ) const = 0;
// Force LOD override (automatically downloads the texture)
virtual void ForceLODOverride( int iNumLodsOverrideUpOrDown ) = 0;
// Save texture to a file.
virtual bool SaveToFile( const char *fileName ) = 0;
// Copy this texture, which must be a render target or a renderable texture, to the destination texture,
// which must have been created with the STAGING bit.
virtual void CopyToStagingTexture( ITexture* pDstTex ) = 0;
// Set that this texture should return true for the call "IsError"
virtual void SetErrorTexture( bool bIsErrorTexture ) = 0; };
inline bool IsErrorTexture( ITexture *pTex ) { return !pTex || pTex->IsError(); }
#endif // ITEXTURE_H
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