Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class representing a procedural texture
//
//=============================================================================
#ifndef DMETEXTURE_H
#define DMETEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmelement.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "movieobjects/dmeimage.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class ITexture;
class IMesh;
enum ImageFormat;
class IVTFTexture;
//-----------------------------------------------------------------------------
// Compression types
//-----------------------------------------------------------------------------
enum DmeTextureCompress_t
{
DMETEXTURE_COMPRESS_DEFAULT = 0,
DMETEXTURE_COMPRESS_NONE,
DMETEXTURE_COMPRESS_DXT1,
DMETEXTURE_COMPRESS_DXT5,
};
//-----------------------------------------------------------------------------
// Filter types
//-----------------------------------------------------------------------------
enum DmeTextureFilter_t
{
DMETEXTURE_FILTER_DEFAULT = 0,
DMETEXTURE_FILTER_ANISOTROPIC,
DMETEXTURE_FILTER_TRILINEAR,
DMETEXTURE_FILTER_BILINEAR,
DMETEXTURE_FILTER_POINT,
};
//-----------------------------------------------------------------------------
// Mipmap types
//-----------------------------------------------------------------------------
enum DmeTextureMipmap_t
{
DMETEXTURE_MIPMAP_DEFAULT = 0,
DMETEXTURE_MIPMAP_ALL_LEVELS,
DMETEXTURE_MIPMAP_NONE,
};
//-----------------------------------------------------------------------------
// A base class for textures
//-----------------------------------------------------------------------------
class CDmeBaseTexture : public CDmElement
{
DEFINE_ELEMENT( CDmeBaseTexture, CDmElement );
public:
ITexture *GetCachedTexture();
// Compression type
void SetCompressionType( DmeTextureCompress_t type );
DmeTextureCompress_t GetCompressionType() const;
// Filter type
void SetFilterType( DmeTextureFilter_t type );
DmeTextureFilter_t GetFilterType() const;
// Mipmap type
void SetMipmapType( DmeTextureMipmap_t type );
DmeTextureMipmap_t GetMipmapType() const;
public:
CDmAttributeVar<bool> m_bClampS;
CDmAttributeVar<bool> m_bClampT;
CDmAttributeVar<bool> m_bClampU;
CDmAttributeVar<bool> m_bNoDebugOverride;
CDmAttributeVar<bool> m_bNoLod;
CDmAttributeVar<bool> m_bNiceFiltered;
CDmAttributeVar<bool> m_bNormalMap;
CDmAttributeVar<float> m_flBumpScale;
protected:
// Computes texture flags
int CalcTextureFlags( int nDepth ) const;
// Computes the desired texture format based on flags
ImageFormat ComputeDesiredImageFormat( ImageFormat srcFormat, int nWidth, int nHeight, int nDepth, int nFlags );
CDmAttributeVar<int> m_nCompressType;
CDmAttributeVar<int> m_nFilterType;
CDmAttributeVar<int> m_nMipmapType;
// Computed values
CTextureReference m_Texture;
IVTFTexture *m_pVTFTexture;
Vector m_vecReflectivity;
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline void CDmeBaseTexture::SetCompressionType( DmeTextureCompress_t type )
{
m_nCompressType = type;
}
inline DmeTextureCompress_t CDmeBaseTexture::GetCompressionType() const
{
return (DmeTextureCompress_t)m_nCompressType.Get();
}
inline void CDmeBaseTexture::SetFilterType( DmeTextureFilter_t type )
{
m_nFilterType = type;
}
inline DmeTextureFilter_t CDmeBaseTexture::GetFilterType() const
{
return (DmeTextureFilter_t)m_nFilterType.Get();
}
inline void CDmeBaseTexture::SetMipmapType( DmeTextureMipmap_t type )
{
m_nMipmapType = type;
}
inline DmeTextureMipmap_t CDmeBaseTexture::GetMipmapType() const
{
return (DmeTextureMipmap_t)m_nMipmapType.Get();
}
//-----------------------------------------------------------------------------
// A class representing a texture
//-----------------------------------------------------------------------------
class CDmeTexture : public CDmeBaseTexture
{
DEFINE_ELEMENT( CDmeTexture, CDmeBaseTexture );
public:
virtual void Resolve();
private:
// Array of images in an animated texture
CDmAttributeVarElementArray< CDmeImage > m_Images;
};
//-----------------------------------------------------------------------------
// A class representing a cube texture
//-----------------------------------------------------------------------------
class CDmeCubeTexture : public CDmeBaseTexture
{
DEFINE_ELEMENT( CDmeCubeTexture, CDmeBaseTexture );
public:
virtual void Resolve();
private:
// Array of images in an animated texture
CDmAttributeVarElementArray< CDmeImage > m_ImagesPosX;
CDmAttributeVarElementArray< CDmeImage > m_ImagesNegX;
CDmAttributeVarElementArray< CDmeImage > m_ImagesPosY;
CDmAttributeVarElementArray< CDmeImage > m_ImagesNegY;
CDmAttributeVarElementArray< CDmeImage > m_ImagesPosZ;
CDmAttributeVarElementArray< CDmeImage > m_ImagesNegZ;
};
#endif // DMETEXTURE_H