Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Portal mod render targets are specified by and accessable through this singleton
//
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef PORTALRENDERTARGETS_H_
#define PORTALRENDERTARGETS_H_
#ifdef _WIN32
#pragma once
#endif
#include "baseclientrendertargets.h" // Base class, with interfaces called by engine and inherited members to init common render targets
#ifndef PORTAL
#pragma message ( "This file should only be built with portal builds" )
#endif
// externs
class IMaterialSystem;
class IMaterialSystemHardwareConfig;
class CPortalRenderTargets : public CBaseClientRenderTargets
{
// no networked vars
DECLARE_CLASS_GAMEROOT( CPortalRenderTargets, CBaseClientRenderTargets );
public:
virtual void InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig );
virtual void ShutdownClientRenderTargets();
ITexture* GetPortal1Texture( void );
ITexture* GetPortal2Texture( void );
ITexture* GetDepthDoublerTexture( void );
//recursive views require different water textures
ITexture* GetWaterReflectionTextureForStencilDepth( int iStencilDepth );
ITexture* GetWaterRefractionTextureForStencilDepth( int iStencilDepth );
private:
CTextureReference m_Portal1Texture;
CTextureReference m_Portal2Texture;
CTextureReference m_DepthDoublerTexture;
CTextureReference m_WaterRefractionTextures[2];
CTextureReference m_WaterReflectionTextures[2];
ITexture* InitPortal1Texture ( IMaterialSystem* pMaterialSystem );
ITexture* InitPortal2Texture ( IMaterialSystem* pMaterialSystem );
ITexture* InitDepthDoublerTexture ( IMaterialSystem* pMaterialSystem );
void InitPortalWaterTextures ( IMaterialSystem* pMaterialSystem );
};
extern CPortalRenderTargets* portalrendertargets;
#endif //PORTALRENDERTARGETS_H_