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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Exposes interfaces to the engine which allow the client to setup their own render targets
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// during the proper period of material system's init.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ICLIENTRENDERTARGETS_H
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#define ICLIENTRENDERTARGETS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h" // For base interface
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class IMaterialSystem;
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class IMaterialSystemHardwareConfig;
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//---------------------------------------------------------------------------------------------------
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// Purpose: Exposes interfaces to the engine which allow the client to setup their own render targets
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// during the proper period of material system's init.
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//---------------------------------------------------------------------------------------------------
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abstract_class IClientRenderTargets
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{
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public:
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// Pass the material system interface to the client-- Their Material System singleton has not been created
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// at the time they receive this call.
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virtual void InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig ) = 0;
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// Call shutdown on every created refrence-- Clients keep track of this themselves
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// and should add shutdown code to this function whenever they add a new render target.
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virtual void ShutdownClientRenderTargets( void ) = 0;
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};
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#define CLIENTRENDERTARGETS_INTERFACE_VERSION "ClientRenderTargets001"
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extern IClientRenderTargets * g_pClientRenderTargets;
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#endif // ICLIENTRENDERTARGETS_H
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