//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef ITEXTURE_H #define ITEXTURE_H #ifdef _WIN32 #pragma once #endif #include "tier0/platform.h" #include "bitmap/imageformat.h" // ImageFormat defn. class IVTFTexture; class ITexture; struct Rect_t; //----------------------------------------------------------------------------- // This will get called on procedural textures to re-fill the textures // with the appropriate bit pattern. Calling Download() will also // cause this interface to be called. It will also be called upon // mode switch, or on other occasions where the bits are discarded. //----------------------------------------------------------------------------- abstract_class ITextureRegenerator { public: // This will be called when the texture bits need to be regenerated. // Use the VTFTexture interface, which has been set up with the // appropriate texture size + format // The rect specifies which part of the texture needs to be updated // You can choose to update all of the bits if you prefer virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect ) = 0; // This will be called when the regenerator needs to be deleted // which will happen when the texture is destroyed virtual void Release() = 0; }; abstract_class ITexture { public: // Various texture polling methods virtual const char *GetName( void ) const = 0; virtual int GetMappingWidth() const = 0; virtual int GetMappingHeight() const = 0; virtual int GetActualWidth() const = 0; virtual int GetActualHeight() const = 0; virtual int GetNumAnimationFrames() const = 0; virtual bool IsTranslucent() const = 0; virtual bool IsMipmapped() const = 0; virtual void GetLowResColorSample( float s, float t, float *color ) const = 0; // Methods associated with reference count virtual void IncrementReferenceCount( void ) = 0; virtual void DecrementReferenceCount( void ) = 0; // Used to modify the texture bits (procedural textures only) virtual void SetTextureRegenerator( ITextureRegenerator *pTextureRegen ) = 0; // 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 ) = 0; // Uses for stats. . .get the approximate size of the texture in it's current format. virtual int GetApproximateVidMemBytes( void ) const = 0; // Returns true if the texture data couldn't be loaded. virtual bool IsError() const = 0; // NOTE: Stuff after this is added after shipping HL2. // For volume textures virtual bool IsVolumeTexture() const = 0; virtual int GetMappingDepth() const = 0; virtual int GetActualDepth() const = 0; virtual ImageFormat GetImageFormat() const = 0; // Various information about the texture virtual bool IsRenderTarget() const = 0; virtual bool IsCubeMap() const = 0; virtual bool IsNormalMap() const = 0; virtual bool IsProcedural() const = 0; #ifdef _XBOX virtual int GetTextureFlags() const = 0; virtual bool ForceIntoCache( bool bSyncWait ) = 0; #endif virtual void DeleteIfUnreferenced() = 0; }; inline bool IsErrorTexture( ITexture *pTex ) { return !pTex || pTex->IsError(); } #endif // ITEXTURE_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |