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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/rendertexture.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/rendertexture.cpp')
-rw-r--r--mp/src/game/client/rendertexture.cpp258
1 files changed, 258 insertions, 0 deletions
diff --git a/mp/src/game/client/rendertexture.cpp b/mp/src/game/client/rendertexture.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+// Implements local hooks into named renderable textures.
+// See matrendertexture.cpp in material system for list of available RT's
+//
+//=============================================================================//
+
+#include "materialsystem/imesh.h"
+#include "materialsystem/itexture.h"
+#include "materialsystem/MaterialSystemUtil.h"
+#include "tier1/strtools.h"
+#include "rendertexture.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+void ReleaseRenderTargets( void );
+
+void AddReleaseFunc( void )
+{
+ static bool bAdded = false;
+ if( !bAdded )
+ {
+ bAdded = true;
+ materials->AddReleaseFunc( ReleaseRenderTargets );
+ }
+}
+
+//=============================================================================
+// Power of Two Frame Buffer Texture
+//=============================================================================
+static CTextureReference s_pPowerOfTwoFrameBufferTexture;
+ITexture *GetPowerOfTwoFrameBufferTexture( void )
+{
+ if ( IsX360() )
+ {
+ return GetFullFrameFrameBufferTexture( 1 );
+ }
+
+ if ( !s_pPowerOfTwoFrameBufferTexture )
+ {
+ s_pPowerOfTwoFrameBufferTexture.Init( materials->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pPowerOfTwoFrameBufferTexture ) );
+ AddReleaseFunc();
+ }
+
+ return s_pPowerOfTwoFrameBufferTexture;
+}
+
+//=============================================================================
+// Fullscreen Texture
+//=============================================================================
+static CTextureReference s_pFullscreenTexture;
+ITexture *GetFullscreenTexture( void )
+{
+ if ( !s_pFullscreenTexture )
+ {
+ s_pFullscreenTexture.Init( materials->FindTexture( "_rt_Fullscreen", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pFullscreenTexture ) );
+ AddReleaseFunc();
+ }
+
+ return s_pFullscreenTexture;
+}
+
+//=============================================================================
+// Camera Texture
+//=============================================================================
+static CTextureReference s_pCameraTexture;
+ITexture *GetCameraTexture( void )
+{
+ if ( !s_pCameraTexture )
+ {
+ s_pCameraTexture.Init( materials->FindTexture( "_rt_Camera", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pCameraTexture ) );
+ AddReleaseFunc();
+ }
+
+ return s_pCameraTexture;
+}
+
+//=============================================================================
+// Full Frame Depth Texture
+//=============================================================================
+static CTextureReference s_pFullFrameDepthTexture;
+ITexture *GetFullFrameDepthTexture( void )
+{
+ if ( !s_pFullFrameDepthTexture )
+ {
+ s_pFullFrameDepthTexture.Init( materials->FindTexture( "_rt_FullFrameDepth", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pFullFrameDepthTexture ) );
+ AddReleaseFunc();
+ }
+
+ return s_pFullFrameDepthTexture;
+}
+
+//=============================================================================
+// Full Frame Buffer Textures
+//=============================================================================
+static CTextureReference s_pFullFrameFrameBufferTexture[MAX_FB_TEXTURES];
+ITexture *GetFullFrameFrameBufferTexture( int textureIndex )
+{
+ if ( !s_pFullFrameFrameBufferTexture[textureIndex] )
+ {
+ char name[256];
+ if( textureIndex != 0 )
+ {
+ sprintf( name, "_rt_FullFrameFB%d", textureIndex );
+ }
+ else
+ {
+ Q_strcpy( name, "_rt_FullFrameFB" );
+ }
+ s_pFullFrameFrameBufferTexture[textureIndex].Init( materials->FindTexture( name, TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pFullFrameFrameBufferTexture[textureIndex] ) );
+ AddReleaseFunc();
+ }
+
+ return s_pFullFrameFrameBufferTexture[textureIndex];
+}
+
+
+//=============================================================================
+// Water reflection
+//=============================================================================
+static CTextureReference s_pWaterReflectionTexture;
+ITexture *GetWaterReflectionTexture( void )
+{
+ if ( !s_pWaterReflectionTexture )
+ {
+ s_pWaterReflectionTexture.Init( materials->FindTexture( "_rt_WaterReflection", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pWaterReflectionTexture ) );
+ AddReleaseFunc();
+ }
+
+ return s_pWaterReflectionTexture;
+}
+
+//=============================================================================
+// Water refraction
+//=============================================================================
+static CTextureReference s_pWaterRefractionTexture;
+ITexture *GetWaterRefractionTexture( void )
+{
+ if ( !s_pWaterRefractionTexture )
+ {
+ s_pWaterRefractionTexture.Init( materials->FindTexture( "_rt_WaterRefraction", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pWaterRefractionTexture ) );
+ AddReleaseFunc();
+ }
+
+ return s_pWaterRefractionTexture;
+}
+
+//=============================================================================
+// Small Buffer HDR0
+//=============================================================================
+static CTextureReference s_pSmallBufferHDR0;
+ITexture *GetSmallBufferHDR0( void )
+{
+ if ( !s_pSmallBufferHDR0 )
+ {
+ s_pSmallBufferHDR0.Init( materials->FindTexture( "_rt_SmallHDR0", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pSmallBufferHDR0 ) );
+ AddReleaseFunc();
+ }
+
+ return s_pSmallBufferHDR0;
+}
+
+//=============================================================================
+// Small Buffer HDR1
+//=============================================================================
+static CTextureReference s_pSmallBufferHDR1;
+ITexture *GetSmallBufferHDR1( void )
+{
+ if ( !s_pSmallBufferHDR1 )
+ {
+ s_pSmallBufferHDR1.Init( materials->FindTexture( "_rt_SmallHDR1", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pSmallBufferHDR1 ) );
+ AddReleaseFunc();
+ }
+
+ return s_pSmallBufferHDR1;
+}
+
+//=============================================================================
+// Quarter Sized FB0
+//=============================================================================
+static CTextureReference s_pQuarterSizedFB0;
+ITexture *GetSmallBuffer0( void )
+{
+ if ( !s_pQuarterSizedFB0 )
+ {
+ s_pQuarterSizedFB0.Init( materials->FindTexture( "_rt_SmallFB0", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pQuarterSizedFB0 ) );
+ AddReleaseFunc();
+ }
+
+ return s_pQuarterSizedFB0;
+}
+
+//=============================================================================
+// Quarter Sized FB1
+//=============================================================================
+static CTextureReference s_pQuarterSizedFB1;
+ITexture *GetSmallBuffer1( void )
+{
+ if ( !s_pQuarterSizedFB1 )
+ {
+ s_pQuarterSizedFB1.Init( materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_pQuarterSizedFB1 ) );
+ AddReleaseFunc();
+ }
+
+ return s_pQuarterSizedFB1;
+}
+
+//=============================================================================
+// Teeny Textures
+//=============================================================================
+static CTextureReference s_TeenyTextures[MAX_TEENY_TEXTURES];
+ITexture *GetTeenyTexture( int which )
+{
+ if ( IsX360() )
+ {
+ Assert( 0 );
+ return NULL;
+ }
+
+ Assert( which < MAX_TEENY_TEXTURES );
+
+ if ( !s_TeenyTextures[which] )
+ {
+ char nbuf[20];
+ sprintf( nbuf, "_rt_TeenyFB%d", which );
+ s_TeenyTextures[which].Init( materials->FindTexture( nbuf, TEXTURE_GROUP_RENDER_TARGET ) );
+ Assert( !IsErrorTexture( s_TeenyTextures[which] ) );
+ AddReleaseFunc();
+ }
+ return s_TeenyTextures[which];
+}
+
+void ReleaseRenderTargets( void )
+{
+ s_pPowerOfTwoFrameBufferTexture.Shutdown();
+ s_pCameraTexture.Shutdown();
+ s_pWaterReflectionTexture.Shutdown();
+ s_pWaterRefractionTexture.Shutdown();
+ s_pQuarterSizedFB0.Shutdown();
+ s_pQuarterSizedFB1.Shutdown();
+ s_pFullFrameDepthTexture.Shutdown();
+
+ for (int i=0; i<MAX_FB_TEXTURES; ++i)
+ s_pFullFrameFrameBufferTexture[i].Shutdown();
+}