Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Has init functions for all the standard render targets used by most games.
// Mods who wish to make their own render targets can inherit from this class
// and in the 'InitClientRenderTargets' interface called by the engine, set up
// their own render targets as well as calling the init functions for various
// common render targets provided by this class.
//
// Note: Unless the client defines a singleton interface by inheriting from
// this class and exposing the singleton instance, these init and shutdown
// functions WILL NOT be called by the engine.
//
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef CLIENTRENDERTARTETS_H_
#define CLIENTRENDERTARTETS_H_
#ifdef _WIN32
#pragma once
#endif
#include "game/client/iclientrendertargets.h" // base class with interfaces called by the engine
#include "materialsystem/imaterialsystem.h" // for material system classes and interfaces
// Externs
class IMaterialSystem;
class IMaterialSystemHardwareConfig;
class CBaseClientRenderTargets : public IClientRenderTargets
{
// no networked vars
DECLARE_CLASS_GAMEROOT( CBaseClientRenderTargets, IClientRenderTargets );
public:
// Interface called by engine during material system startup.
virtual void InitClientRenderTargets ( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize = 1024, int iCameraTextureSize = 256 );
// Shutdown all custom render targets here.
virtual void ShutdownClientRenderTargets ( void );
protected:
// Standard render textures used by most mods-- Classes inheriting from
// this can choose to init these or not depending on their needs.
// For reflective and refracting water
CTextureReference m_WaterReflectionTexture;
CTextureReference m_WaterRefractionTexture;
// Used for monitors
CTextureReference m_CameraTexture;
// Used for the HUD in stereo and head tracking mode
CTextureReference m_UITexture;
// Init functions for the common render targets
ITexture* CreateWaterReflectionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 );
ITexture* CreateWaterRefractionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 );
ITexture* CreateCameraTexture( IMaterialSystem* pMaterialSystem, int iSize = 256 );
};
#endif // CLIENTRENDERTARTETS_H_