Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef MATERIALSYSTEMUTIL_H
#define MATERIALSYSTEMUTIL_H
#ifdef _WIN32
#pragma once
#endif
#include "bitmap/imageformat.h" //ImageFormat enum definition
#include "materialsystem/imaterialsystem.h" // RenderTargetSizeMode_t and MaterialRenderTargetDepth_t definition
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class ITexture;
class KeyValues;
class KeyValues;
//-----------------------------------------------------------------------------
// Little utility class to deal with material references
//-----------------------------------------------------------------------------
class CMaterialReference
{
public:
// constructor, destructor
CMaterialReference( char const* pMaterialName = 0, const char *pTextureGroupName = 0, bool bComplain = true );
~CMaterialReference();
// Attach to a material
void Init( const char* pMaterialName, const char *pTextureGroupName, bool bComplain = true );
void Init( const char *pMaterialName, KeyValues *pVMTKeyValues );
void Init( IMaterial* pMaterial );
void Init( CMaterialReference& ref );
void Init( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues );
// Detach from a material
void Shutdown();
bool IsValid() { return m_pMaterial != 0; }
// Automatic casts to IMaterial
operator IMaterial*() { return m_pMaterial; }
operator IMaterial*() const { return m_pMaterial; }
operator IMaterial const*() const { return m_pMaterial; }
IMaterial* operator->() { return m_pMaterial; }
private:
IMaterial* m_pMaterial;
};
//-----------------------------------------------------------------------------
// Little utility class to deal with texture references
//-----------------------------------------------------------------------------
class CTextureReference
{
public:
// constructor, destructor
CTextureReference( );
CTextureReference( const CTextureReference &ref );
~CTextureReference();
// Attach to a texture
void Init( char const* pTexture, const char *pTextureGroupName, bool bComplain = true );
void InitProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, ImageFormat fmt, int nFlags );
void InitRenderTarget( int w, int h, RenderTargetSizeMode_t sizeMode, ImageFormat fmt, MaterialRenderTargetDepth_t depth, bool bHDR, char *pStrOptionalName = NULL );
#if defined( _X360 )
// used when RT coupling is disparate (texture is DDR based, surface is EDRAM based)
void InitRenderTargetTexture( int width, int height, RenderTargetSizeMode_t sizeMode, ImageFormat fmt, MaterialRenderTargetDepth_t depth, bool bHDR, char *pStrOptionalName = NULL );
void InitRenderTargetSurface( int width, int height, ImageFormat fmt, bool bSameAsTexture );
#endif
void Init( ITexture* pTexture );
// Detach from a texture
void Shutdown( bool bDeleteIfUnReferenced = false );
bool IsValid() { return m_pTexture != 0; }
// Automatic casts to ITexture
operator ITexture*() { return m_pTexture; }
operator ITexture const*() const { return m_pTexture; }
ITexture* operator->() { return m_pTexture; }
// Assignment operator
void operator=( CTextureReference &ref );
private:
ITexture* m_pTexture;
};
#endif // !MATERIALSYSTEMUTIL_H