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 */