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180 lines
6.3 KiB
180 lines
6.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#ifndef TEXTUREMANAGER_H |
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#define TEXTUREMANAGER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "itextureinternal.h" |
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class ITexture; |
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class ITextureInternal; |
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class IVTFTexture; |
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enum |
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{ |
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COLOR_CORRECTION_MAX_TEXTURES = 4, |
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COLOR_CORRECTION_TEXTURE_SIZE = 32 |
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}; |
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class CTextureCompositorTemplate; |
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//----------------------------------------------------------------------------- |
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// Texture manager interface |
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//----------------------------------------------------------------------------- |
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abstract_class ITextureManager |
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{ |
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public: |
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// Initialization + shutdown |
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virtual void Init( int nFlags ) = 0; |
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virtual void Shutdown() = 0; |
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// Allocate, free standard render target textures |
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virtual void AllocateStandardRenderTargets( ) = 0; |
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virtual void FreeStandardRenderTargets() = 0; |
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//Some render targets are managed by code outside of the materialsystem but are used by the materialsystem all the time. |
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virtual void CacheExternalStandardRenderTargets() = 0; |
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// Creates a procedural texture |
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// NOTE: Passing in NULL as a texture name will cause it to not |
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// be able to be looked up by name using FindOrLoadTexture. |
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// Also, you may not get a texture with the requested size or format; |
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// you'll get something close though. |
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virtual ITextureInternal *CreateProceduralTexture( |
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const char *pTextureName, |
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const char *pTextureGroupName, |
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int w, |
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int h, |
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int d, |
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ImageFormat fmt, |
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int nFlags, |
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ITextureRegenerator *generator = NULL) = 0; |
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// Creates a texture which is a render target |
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virtual ITextureInternal *CreateRenderTargetTexture( |
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const char *pRTName, // NULL for auto-generated name |
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int w, |
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int h, |
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RenderTargetSizeMode_t sizeMode, |
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ImageFormat fmt, |
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RenderTargetType_t type, |
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unsigned int textureFlags, |
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unsigned int renderTargetFlags ) = 0; |
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// Loads a texture from disk |
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virtual ITextureInternal *FindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 ) = 0; |
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// Call this to reset the filtering state |
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virtual void ResetTextureFilteringState() = 0; |
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// Reload all textures |
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virtual void ReloadTextures( void ) = 0; |
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// These two are used when we lose our video memory due to a mode switch etc |
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virtual void ReleaseTextures( void ) = 0; |
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virtual void RestoreRenderTargets( void ) = 0; |
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virtual void RestoreNonRenderTargetTextures( void ) = 0; |
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// Suspend or resume texture streaming requests |
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virtual void SuspendTextureStreaming( void ) = 0; |
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virtual void ResumeTextureStreaming( void ) = 0; |
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// delete any texture that has a refcount <= 0 |
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virtual void RemoveUnusedTextures( void ) = 0; |
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virtual void DebugPrintUsedTextures( void ) = 0; |
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// Request a texture ID |
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virtual int RequestNextTextureID() = 0; |
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// Get at a couple standard textures |
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virtual ITextureInternal *ErrorTexture() = 0; |
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virtual ITextureInternal *NormalizationCubemap() = 0; |
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virtual ITextureInternal *SignedNormalizationCubemap() = 0; |
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virtual ITextureInternal *ColorCorrectionTexture( int index ) = 0; |
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virtual ITextureInternal *ShadowNoise2D() = 0; |
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virtual ITextureInternal *IdentityLightWarp() = 0; |
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virtual ITextureInternal *FullFrameDepthTexture() = 0; |
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virtual ITextureInternal *DebugLuxels2D() = 0; |
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// Generates an error texture pattern |
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virtual void GenerateErrorTexture( ITexture *pTexture, IVTFTexture *pVTFTexture ) = 0; |
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// Updates the color correction state |
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virtual void SetColorCorrectionTexture( int i, ITextureInternal *pTexture ) = 0; |
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virtual void ForceAllTexturesIntoHardware( void ) = 0; |
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virtual bool IsTextureLoaded( const char *pTextureName ) = 0; |
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// Mark a texture as now-unreferenced, so it can be checked for removal at a later (and thread-safe) time. |
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virtual void MarkUnreferencedTextureForCleanup( ITextureInternal *pTexture ) = 0; |
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virtual void RemoveTexture( ITextureInternal *pTexture ) = 0; |
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// start with -1, list terminates with -1 |
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virtual int FindNext( int iIndex, ITextureInternal **ppTexture ) = 0; |
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virtual void AddTextureAlias( const char *pAlias, const char *pRealName ) = 0; |
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virtual void RemoveTextureAlias( const char *pAlias ) = 0; |
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virtual void SetExcludedTextures( const char *pScriptName ) = 0; |
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virtual void UpdateExcludedTextures( void ) = 0; |
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//Releases texture memory bits for temporary render targets, does NOT destroy the CTexture entirely |
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virtual void ReleaseTempRenderTargetBits( void ) = 0; |
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// See CL_HandlePureServerWhitelist for a description of the pure server stuff. |
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virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0; |
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// Called once per frame by material system "somewhere." |
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virtual void Update( ) = 0; |
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// Load a texture asynchronously and then call the provided callback. |
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virtual void AsyncFindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain, int nAdditionalCreationFlags ) = 0; |
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// Stream a render target back to system memory, perform format conversion to the specified destination format, |
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virtual void AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) = 0; |
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virtual void WarmTextureCache() = 0; |
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virtual void CoolTextureCache() = 0; |
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virtual void RequestAllMipmaps( ITextureInternal* pTex ) = 0; |
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virtual void EvictAllTextures() = 0; |
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virtual void UpdatePostAsync() = 0; |
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virtual void ReleaseAsyncScratchVTF( IVTFTexture* pScratchVTF ) = 0; |
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virtual bool ThreadInAsyncLoadThread() const = 0; |
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virtual bool ThreadInAsyncReadThread() const = 0; |
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virtual bool HasPendingTextureDestroys() const = 0; |
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virtual bool AddTextureCompositorTemplate( const char* pName, KeyValues* pTmplDesc ) = 0; |
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virtual bool VerifyTextureCompositorTemplates() = 0; |
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virtual CTextureCompositorTemplate* FindTextureCompositorTemplate( const char* pName ) = 0; |
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}; |
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//----------------------------------------------------------------------------- |
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// Singleton instance |
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//----------------------------------------------------------------------------- |
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inline ITextureManager *TextureManager() |
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{ |
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extern ITextureManager *g_pTextureManager; |
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return g_pTextureManager; |
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} |
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#endif // TEXTUREMANAGER_H
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