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#ifndef MAT_STUB_H
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#define MAT_STUB_H
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#include "tier1/convar.h"
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#include "materialsystem/itexture.h"
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#include "itextureinternal.h"
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// ---------------------------------------------------------------------------------------- //
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// ITexture dummy implementation.
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// ---------------------------------------------------------------------------------------- //
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class CDummyTextureInternal : public ITextureInternal
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{
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public:
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CDummyTextureInternal( const char *texture_name = "dummy_texture" )
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{
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Q_strncpy( m_szTextureName, texture_name, sizeof(m_szTextureName) );
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}
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virtual void Bind( Sampler_t sampler ) {};
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virtual void Bind( Sampler_t sampler1, int nFrame, Sampler_t sampler2 = (Sampler_t) -1 ) { };
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// Methods associated with reference counting
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virtual int GetReferenceCount() { return 0; };
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virtual void GetReflectivity( Vector& reflectivity ) {};
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// Set this as the render target, return false for failure
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virtual bool SetRenderTarget( int nRenderTargetID ) { return false; };
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// Releases the texture's hw memory
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virtual void ReleaseMemory() {};
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// Called before Download() on restore. Gives render targets a change to change whether or
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// not they force themselves to have a separate depth buffer due to AA.
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virtual void OnRestore() {};
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// Resets the texture's filtering and clamping mode
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virtual void SetFilteringAndClampingMode( bool bOnlyLodValues = false ) {};
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// Used by tools.... loads up the non-fallback information about the texture
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virtual void Precache() {};
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// Stretch blit the framebuffer into this texture.
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virtual void CopyFrameBufferToMe( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) {};
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virtual void CopyMeToFrameBuffer( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) {};
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// Get the shaderapi texture handle associated w/ a particular frame
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virtual ShaderAPITextureHandle_t GetTextureHandle( int nFrame, int nTextureChannel =0 ) { return 0; };
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static void Destroy( ITextureInternal *pTexture, bool bSkipTexMgrCheck = false ) { };
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// Set this as the render target, return false for failure
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virtual bool SetRenderTarget( int nRenderTargetID, ITexture* pDepthTexture ) { return true; };
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// Bind this to a vertex texture sampler
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virtual void BindVertexTexture( VertexTextureSampler_t sampler, int frameNum = 0 ) {};
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virtual void MarkAsPreloaded( bool bSet ) {};
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virtual bool IsPreloaded() const { return true; };
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virtual void MarkAsExcluded( bool bSet, int nDimensionsLimit ) {};
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virtual bool UpdateExcludedState( void ) { return false; };
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virtual bool IsTempRenderTarget( void ) const { return false; };
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// Reload any files the texture is responsible for.
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virtual void ReloadFilesInList( IFileList *pFilesToReload ) { };
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virtual bool AsyncReadTextureFromFile( IVTFTexture* pVTFTexture, unsigned int nAdditionalCreationFlags ) { return false; };
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virtual void AsyncCancelReadTexture() {};
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// Map and unmap. These can fail. And can cause a very significant perf penalty. Be very careful with them.
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virtual void Map( void** pOutDst, int* pOutPitch ) {};
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virtual void Unmap() {};
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// Texture streaming!
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virtual ResidencyType_t GetCurrentResidence() const { return RESIDENT_NONE; };
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virtual ResidencyType_t GetTargetResidence() const { return RESIDENT_NONE; };
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virtual bool MakeResident( ResidencyType_t newResidence ) { return false; };
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virtual void UpdateLodBias() {};
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// Various texture polling methods
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virtual const char *GetName( void ) const { return m_szTextureName; }
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virtual int GetMappingWidth() const { return 512; }
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virtual int GetMappingHeight() const { return 512; }
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virtual int GetActualWidth() const { return 512; }
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virtual int GetActualHeight() const { return 512; }
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virtual int GetNumAnimationFrames() const { return 0; }
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virtual bool IsTranslucent() const { return false; }
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virtual bool IsMipmapped() const { return false; }
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virtual void GetLowResColorSample( float s, float t, float *color ) const {}
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virtual void *GetResourceData( uint32 eDataType, size_t *pNumBytes ) const
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{
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return NULL;
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}
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// Methods associated with reference count
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virtual void IncrementReferenceCount( void ) {}
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virtual void DecrementReferenceCount( void ) {}
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// Used to modify the texture bits (procedural textures only)
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virtual void SetTextureRegenerator( ITextureRegenerator *pTextureRegen ) {}
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// Reconstruct the texture bits in HW memory
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// If rect is not specified, reconstruct all bits, otherwise just
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// reconstruct a subrect.
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virtual void Download( Rect_t *pRect = 0, int nAdditionalCreationFlags = 0 ) {}
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// Uses for stats. . .get the approximate size of the texture in it's current format.
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virtual int GetApproximateVidMemBytes( void ) const { return 64; }
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virtual bool IsError() const { return false; }
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virtual ITexture *GetEmbeddedTexture( int nIndex ) { return NULL; }
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// For volume textures
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virtual bool IsVolumeTexture() const { return false; }
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virtual int GetMappingDepth() const { return 1; }
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virtual int GetActualDepth() const { return 1; }
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virtual ImageFormat GetImageFormat() const { return IMAGE_FORMAT_RGBA8888; }
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virtual NormalDecodeMode_t GetNormalDecodeMode() const { return NORMAL_DECODE_NONE; }
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// Various information about the texture
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virtual bool IsRenderTarget() const { return false; }
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virtual bool IsCubeMap() const { return false; }
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virtual bool IsNormalMap() const { return false; }
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virtual bool IsProcedural() const { return false; }
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virtual void DeleteIfUnreferenced() {}
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virtual void SwapContents( ITexture *pOther ) {}
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virtual unsigned int GetFlags( void ) const { return 0; }
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virtual void ForceLODOverride( int iNumLodsOverrideUpOrDown ) { NULL; }
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#if defined( _X360 )
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virtual bool ClearTexture( int r, int g, int b, int a ) { return true; }
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virtual bool CreateRenderTargetSurface( int width, int height, ImageFormat format, bool bSameAsTexture ) { return true; }
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#endif
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// Save texture to a file.
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virtual bool SaveToFile( const char *fileName ) { return false; }
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void CopyToStagingTexture( ITexture* pDstTex ) {}
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virtual void SetErrorTexture( bool bIsErrorTexture ) { }
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private:
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char m_szTextureName[128];
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};
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class CDummyTexture : public ITexture
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{
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public:
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// Various texture polling methods
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virtual const char *GetName( void ) const { return "DummyTexture"; }
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virtual int GetMappingWidth() const { return 512; }
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virtual int GetMappingHeight() const { return 512; }
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virtual int GetActualWidth() const { return 512; }
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virtual int GetActualHeight() const { return 512; }
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virtual int GetNumAnimationFrames() const { return 0; }
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virtual bool IsTranslucent() const { return false; }
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virtual bool IsMipmapped() const { return false; }
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virtual void GetLowResColorSample( float s, float t, float *color ) const {}
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// Gets texture resource data of the specified type.
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// Params:
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// eDataType type of resource to retrieve.
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// pnumBytes on return is the number of bytes available in the read-only data buffer or is undefined
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// Returns:
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// pointer to the resource data, or NULL
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virtual void *GetResourceData( uint32 eDataType, size_t *pNumBytes ) const
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{
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return NULL;
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}
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// Methods associated with reference count
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virtual void IncrementReferenceCount( void ) {}
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virtual void DecrementReferenceCount( void ) {}
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// Used to modify the texture bits (procedural textures only)
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virtual void SetTextureRegenerator( ITextureRegenerator *pTextureRegen ) {}
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// Reconstruct the texture bits in HW memory
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// If rect is not specified, reconstruct all bits, otherwise just
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// reconstruct a subrect.
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virtual void Download( Rect_t *pRect = 0, int nAdditionalCreationFlags = 0 ) {}
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// Uses for stats. . .get the approximate size of the texture in it's current format.
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virtual int GetApproximateVidMemBytes( void ) const { return 64; }
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virtual bool IsError() const { return false; }
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virtual ITexture *GetEmbeddedTexture( int nIndex ) { return NULL; }
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// For volume textures
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virtual bool IsVolumeTexture() const { return false; }
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virtual int GetMappingDepth() const { return 1; }
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virtual int GetActualDepth() const { return 1; }
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virtual ImageFormat GetImageFormat() const { return IMAGE_FORMAT_RGBA8888; }
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virtual NormalDecodeMode_t GetNormalDecodeMode() const { return NORMAL_DECODE_NONE; }
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// Various information about the texture
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virtual bool IsRenderTarget() const { return false; }
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virtual bool IsCubeMap() const { return false; }
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virtual bool IsNormalMap() const { return false; }
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virtual bool IsProcedural() const { return false; }
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virtual void DeleteIfUnreferenced() {}
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virtual void SwapContents( ITexture *pOther ) {}
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virtual unsigned int GetFlags( void ) const { return 0; }
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virtual void ForceLODOverride( int iNumLodsOverrideUpOrDown ) { NULL; }
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#if defined( _X360 )
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virtual bool ClearTexture( int r, int g, int b, int a ) { return true; }
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virtual bool CreateRenderTargetSurface( int width, int height, ImageFormat format, bool bSameAsTexture ) { return true; }
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#endif
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// Save texture to a file.
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virtual bool SaveToFile( const char *fileName ) { return false; }
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void CopyToStagingTexture( ITexture* pDstTex ) {}
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virtual void SetErrorTexture( bool bIsErrorTexture ) { }
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};
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extern CDummyTexture g_DummyTexture;
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#endif // MAT_STUB_H
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