//========= 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_