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78 lines
3.3 KiB
78 lines
3.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implementation for CBaseClientRenderTargets class.
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// Provides Init functions for common render textures used by the engine.
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// Mod makers can inherit from this class, and call the Create functions for
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// only the render textures the want for their mod.
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//=============================================================================//
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#include "cbase.h"
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#include "baseclientrendertargets.h" // header
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#include "materialsystem/imaterialsystemhardwareconfig.h" // Hardware config checks
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#include "tier0/icommandline.h"
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ITexture* CBaseClientRenderTargets::CreateWaterReflectionTexture( IMaterialSystem* pMaterialSystem, int iSize )
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{
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return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
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"_rt_WaterReflection",
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iSize, iSize, RT_SIZE_PICMIP,
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pMaterialSystem->GetBackBufferFormat(),
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MATERIAL_RT_DEPTH_SHARED,
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TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
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CREATERENDERTARGETFLAGS_HDR );
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}
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ITexture* CBaseClientRenderTargets::CreateWaterRefractionTexture( IMaterialSystem* pMaterialSystem, int iSize )
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{
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return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
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"_rt_WaterRefraction",
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iSize, iSize, RT_SIZE_PICMIP,
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// This is different than reflection because it has to have alpha for fog factor.
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IMAGE_FORMAT_RGBA8888,
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MATERIAL_RT_DEPTH_SHARED,
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TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
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CREATERENDERTARGETFLAGS_HDR );
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}
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ITexture* CBaseClientRenderTargets::CreateCameraTexture( IMaterialSystem* pMaterialSystem, int iSize )
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{
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return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
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"_rt_Camera",
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iSize, iSize, RT_SIZE_DEFAULT,
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pMaterialSystem->GetBackBufferFormat(),
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MATERIAL_RT_DEPTH_SHARED,
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0,
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CREATERENDERTARGETFLAGS_HDR );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called by the engine in material system init and shutdown.
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// Clients should override this in their inherited version, but the base
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// is to init all standard render targets for use.
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// Input : pMaterialSystem - the engine's material system (our singleton is not yet inited at the time this is called)
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// pHardwareConfig - the user hardware config, useful for conditional render target setup
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//-----------------------------------------------------------------------------
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void CBaseClientRenderTargets::InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize, int iCameraTextureSize )
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{
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// Water effects
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m_WaterReflectionTexture.Init( CreateWaterReflectionTexture( pMaterialSystem, iWaterTextureSize ) );
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m_WaterRefractionTexture.Init( CreateWaterRefractionTexture( pMaterialSystem, iWaterTextureSize ) );
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// Monitors
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m_CameraTexture.Init( CreateCameraTexture( pMaterialSystem, iCameraTextureSize ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shut down each CTextureReference we created in InitClientRenderTargets.
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// Called by the engine in material system shutdown.
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// Input : -
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//-----------------------------------------------------------------------------
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void CBaseClientRenderTargets::ShutdownClientRenderTargets()
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{
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// Water effects
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m_WaterReflectionTexture.Shutdown();
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m_WaterRefractionTexture.Shutdown();
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// Monitors
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m_CameraTexture.Shutdown();
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}
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