Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef MAT_STUB_H
#define MAT_STUB_H
#include "tier1/convar.h"
#include "materialsystem/itexture.h"
#include "itextureinternal.h"
// ---------------------------------------------------------------------------------------- //
// ITexture dummy implementation.
// ---------------------------------------------------------------------------------------- //
class CDummyTextureInternal : public ITextureInternal
{
public:
CDummyTextureInternal( const char *texture_name = "dummy_texture" )
{
Q_strncpy( m_szTextureName, texture_name, sizeof(m_szTextureName) );
}
virtual void Bind( Sampler_t sampler ) {};
virtual void Bind( Sampler_t sampler1, int nFrame, Sampler_t sampler2 = (Sampler_t) -1 ) { };
// Methods associated with reference counting
virtual int GetReferenceCount() { return 0; };
virtual void GetReflectivity( Vector& reflectivity ) {};
// Set this as the render target, return false for failure
virtual bool SetRenderTarget( int nRenderTargetID ) { return false; };
// Releases the texture's hw memory
virtual void ReleaseMemory() {};
// Called before Download() on restore. Gives render targets a change to change whether or
// not they force themselves to have a separate depth buffer due to AA.
virtual void OnRestore() {};
// Resets the texture's filtering and clamping mode
virtual void SetFilteringAndClampingMode( bool bOnlyLodValues = false ) {};
// Used by tools.... loads up the non-fallback information about the texture
virtual void Precache() {};
// Stretch blit the framebuffer into this texture.
virtual void CopyFrameBufferToMe( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) {};
virtual void CopyMeToFrameBuffer( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) {};
// Get the shaderapi texture handle associated w/ a particular frame
virtual ShaderAPITextureHandle_t GetTextureHandle( int nFrame, int nTextureChannel =0 ) { return 0; };
static void Destroy( ITextureInternal *pTexture, bool bSkipTexMgrCheck = false ) { };
// Set this as the render target, return false for failure
virtual bool SetRenderTarget( int nRenderTargetID, ITexture* pDepthTexture ) { return true; };
// Bind this to a vertex texture sampler
virtual void BindVertexTexture( VertexTextureSampler_t sampler, int frameNum = 0 ) {};
virtual void MarkAsPreloaded( bool bSet ) {};
virtual bool IsPreloaded() const { return true; };
virtual void MarkAsExcluded( bool bSet, int nDimensionsLimit ) {};
virtual bool UpdateExcludedState( void ) { return false; };
virtual bool IsTempRenderTarget( void ) const { return false; };
// Reload any files the texture is responsible for.
virtual void ReloadFilesInList( IFileList *pFilesToReload ) { };
virtual bool AsyncReadTextureFromFile( IVTFTexture* pVTFTexture, unsigned int nAdditionalCreationFlags ) { return false; };
virtual void AsyncCancelReadTexture() {};
// Map and unmap. These can fail. And can cause a very significant perf penalty. Be very careful with them.
virtual void Map( void** pOutDst, int* pOutPitch ) {};
virtual void Unmap() {};
// Texture streaming!
virtual ResidencyType_t GetCurrentResidence() const { return RESIDENT_NONE; };
virtual ResidencyType_t GetTargetResidence() const { return RESIDENT_NONE; };
virtual bool MakeResident( ResidencyType_t newResidence ) { return false; };
virtual void UpdateLodBias() {};
// Various texture polling methods
virtual const char *GetName( void ) const { return m_szTextureName; }
virtual int GetMappingWidth() const { return 512; }
virtual int GetMappingHeight() const { return 512; }
virtual int GetActualWidth() const { return 512; }
virtual int GetActualHeight() const { return 512; }
virtual int GetNumAnimationFrames() const { return 0; }
virtual bool IsTranslucent() const { return false; }
virtual bool IsMipmapped() const { return false; }
virtual void GetLowResColorSample( float s, float t, float *color ) const {}
virtual void *GetResourceData( uint32 eDataType, size_t *pNumBytes ) const
{
return NULL;
}
// Methods associated with reference count
virtual void IncrementReferenceCount( void ) {}
virtual void DecrementReferenceCount( void ) {}
// Used to modify the texture bits (procedural textures only)
virtual void SetTextureRegenerator( ITextureRegenerator *pTextureRegen ) {}
// Reconstruct the texture bits in HW memory
// If rect is not specified, reconstruct all bits, otherwise just
// reconstruct a subrect.
virtual void Download( Rect_t *pRect = 0, int nAdditionalCreationFlags = 0 ) {}
// Uses for stats. . .get the approximate size of the texture in it's current format.
virtual int GetApproximateVidMemBytes( void ) const { return 64; }
virtual bool IsError() const { return false; }
virtual ITexture *GetEmbeddedTexture( int nIndex ) { return NULL; }
// For volume textures
virtual bool IsVolumeTexture() const { return false; }
virtual int GetMappingDepth() const { return 1; }
virtual int GetActualDepth() const { return 1; }
virtual ImageFormat GetImageFormat() const { return IMAGE_FORMAT_RGBA8888; }
virtual NormalDecodeMode_t GetNormalDecodeMode() const { return NORMAL_DECODE_NONE; }
// Various information about the texture
virtual bool IsRenderTarget() const { return false; }
virtual bool IsCubeMap() const { return false; }
virtual bool IsNormalMap() const { return false; }
virtual bool IsProcedural() const { return false; }
virtual void DeleteIfUnreferenced() {}
virtual void SwapContents( ITexture *pOther ) {}
virtual unsigned int GetFlags( void ) const { return 0; }
virtual void ForceLODOverride( int iNumLodsOverrideUpOrDown ) { NULL; }
#if defined( _X360 )
virtual bool ClearTexture( int r, int g, int b, int a ) { return true; }
virtual bool CreateRenderTargetSurface( int width, int height, ImageFormat format, bool bSameAsTexture ) { return true; }
#endif
// Save texture to a file.
virtual bool SaveToFile( const char *fileName ) { return false; }
void CopyToStagingTexture( ITexture* pDstTex ) {}
virtual void SetErrorTexture( bool bIsErrorTexture ) { }
private:
char m_szTextureName[128];
};
class CDummyTexture : public ITexture
{
public:
// Various texture polling methods
virtual const char *GetName( void ) const { return "DummyTexture"; }
virtual int GetMappingWidth() const { return 512; }
virtual int GetMappingHeight() const { return 512; }
virtual int GetActualWidth() const { return 512; }
virtual int GetActualHeight() const { return 512; }
virtual int GetNumAnimationFrames() const { return 0; }
virtual bool IsTranslucent() const { return false; }
virtual bool IsMipmapped() const { return false; }
virtual void GetLowResColorSample( float s, float t, float *color ) const {}
// Gets texture resource data of the specified type.
// Params:
// eDataType type of resource to retrieve.
// pnumBytes on return is the number of bytes available in the read-only data buffer or is undefined
// Returns:
// pointer to the resource data, or NULL
virtual void *GetResourceData( uint32 eDataType, size_t *pNumBytes ) const
{
return NULL;
}
// Methods associated with reference count
virtual void IncrementReferenceCount( void ) {}
virtual void DecrementReferenceCount( void ) {}
// Used to modify the texture bits (procedural textures only)
virtual void SetTextureRegenerator( ITextureRegenerator *pTextureRegen ) {}
// Reconstruct the texture bits in HW memory
// If rect is not specified, reconstruct all bits, otherwise just
// reconstruct a subrect.
virtual void Download( Rect_t *pRect = 0, int nAdditionalCreationFlags = 0 ) {}
// Uses for stats. . .get the approximate size of the texture in it's current format.
virtual int GetApproximateVidMemBytes( void ) const { return 64; }
virtual bool IsError() const { return false; }
virtual ITexture *GetEmbeddedTexture( int nIndex ) { return NULL; }
// For volume textures
virtual bool IsVolumeTexture() const { return false; }
virtual int GetMappingDepth() const { return 1; }
virtual int GetActualDepth() const { return 1; }
virtual ImageFormat GetImageFormat() const { return IMAGE_FORMAT_RGBA8888; }
virtual NormalDecodeMode_t GetNormalDecodeMode() const { return NORMAL_DECODE_NONE; }
// Various information about the texture
virtual bool IsRenderTarget() const { return false; }
virtual bool IsCubeMap() const { return false; }
virtual bool IsNormalMap() const { return false; }
virtual bool IsProcedural() const { return false; }
virtual void DeleteIfUnreferenced() {}
virtual void SwapContents( ITexture *pOther ) {}
virtual unsigned int GetFlags( void ) const { return 0; }
virtual void ForceLODOverride( int iNumLodsOverrideUpOrDown ) { NULL; }
#if defined( _X360 )
virtual bool ClearTexture( int r, int g, int b, int a ) { return true; }
virtual bool CreateRenderTargetSurface( int width, int height, ImageFormat format, bool bSameAsTexture ) { return true; }
#endif
// Save texture to a file.
virtual bool SaveToFile( const char *fileName ) { return false; }
void CopyToStagingTexture( ITexture* pDstTex ) {}
virtual void SetErrorTexture( bool bIsErrorTexture ) { }
};
extern CDummyTexture g_DummyTexture;
#endif // MAT_STUB_H