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