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2020-08-04 13:13:01 -04:00

34 lines
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C

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// Define local cl_dll hooks to the renderable textures in material system
//
//=============================================================================//
#ifndef RENDERTARGETS_H
#define RENDERTARGETS_H
ITexture *GetPowerOfTwoFrameBufferTexture(void);
ITexture *GetFullFrameFrameBufferTexture(int textureIndex);
ITexture *GetWaterReflectionTexture(void);
ITexture *GetWaterRefractionTexture(void);
ITexture *GetFullscreenTexture(void);
ITexture *GetCameraTexture(void);
ITexture *GetFullFrameDepthTexture(void);
// SmallBufferHDRx=r16g16b16a16 quarter-sized texture
ITexture *GetSmallBufferHDR0(void);
ITexture *GetSmallBufferHDR1(void);
ITexture *GetSmallBuffer0(void); // quarter-sized texture, same fmt as screen
ITexture *GetSmallBuffer1(void); // quarter-sized texture, same fmt as screen
#define MAX_TEENY_TEXTURES 3
ITexture *GetTeenyTexture(int which); // tiny 32x32 texture, always 8888
void ReleaseRenderTargets(void);
#endif // RENDERTARGETS_H