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73
game/client/tf/tf_rendertargets.cpp
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73
game/client/tf/tf_rendertargets.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: L4D mod render targets are specified by and accessable through this singleton
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "tf_rendertargets.h"
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#include "materialsystem/imaterialsystem.h"
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#include "rendertexture.h"
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#if defined( REPLAY_ENABLED )
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#include "replay/replay_screenshot.h"
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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ITexture *CTFRenderTargets::CreateItemModelPanelTexture( const char *pszName, IMaterialSystem* pMaterialSystem, int iSize )
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{
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return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
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pszName,
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iSize, iSize, RT_SIZE_DEFAULT,
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pMaterialSystem->GetBackBufferFormat(),
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MATERIAL_RT_DEPTH_SHARED,
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TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
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0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: InitClientRenderTargets, interface called by the engine at material system init in the engine
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// Input : pMaterialSystem - the interface to the material system from the engine (our singleton hasn't been set up yet)
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// pHardwareConfig - the user's hardware config, useful for conditional render targets setup
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//-----------------------------------------------------------------------------
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extern const char *g_ItemModelPanelRenderTargetNames[];
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extern const char *g_pszModelImagePanelRTName;
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void CTFRenderTargets::InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig )
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{
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BaseClass::InitClientRenderTargets( pMaterialSystem, pHardwareConfig );
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// rt for item model panels
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for ( int i = 0; i < ITEM_MODEL_IMAGE_CACHE_SIZE; i++ )
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{
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int index = m_tfRenderTargets.AddToTail();
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m_tfRenderTargets[index].Init( CreateItemModelPanelTexture( g_ItemModelPanelRenderTargetNames[i], pMaterialSystem, 256 ) );
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}
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// rt for CModelImagePanel
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int index = m_tfRenderTargets.AddToTail();
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m_tfRenderTargets[index].Init( CreateItemModelPanelTexture( g_pszModelImagePanelRTName, pMaterialSystem, 256 ) );
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CReplayScreenshotTaker::CreateRenderTarget( pMaterialSystem );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shutdown client render targets. This gets called during shutdown in the engine
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// Input : -
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//-----------------------------------------------------------------------------
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void CTFRenderTargets::ShutdownClientRenderTargets()
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{
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BaseClass::ShutdownClientRenderTargets();
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for ( int i = 0; i < m_tfRenderTargets.Count(); i++ )
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{
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m_tfRenderTargets[i].Shutdown();
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}
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m_tfRenderTargets.Purge();
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}
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static CTFRenderTargets g_TFRenderTargets;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CTFRenderTargets, IClientRenderTargets,
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CLIENTRENDERTARGETS_INTERFACE_VERSION, g_TFRenderTargets );
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CTFRenderTargets* g_pTFRenderTargets = &g_TFRenderTargets;
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