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99 lines
4.2 KiB
C++
99 lines
4.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef IMESHDX8_H
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#define IMESHDX8_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "meshbase.h"
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#include "shaderapi/ishaderapi.h"
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abstract_class IMeshMgr
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{
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public:
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// Initialize, shutdown
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virtual void Init() = 0;
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virtual void Shutdown() = 0;
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// Task switch...
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virtual void ReleaseBuffers() = 0;
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virtual void RestoreBuffers() = 0;
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// Releases all dynamic vertex buffers
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virtual void DestroyVertexBuffers() = 0;
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// Flushes the dynamic mesh. Should be called when state changes
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virtual void Flush() = 0;
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// Discards the dynamic vertex and index buffer
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virtual void DiscardVertexBuffers() = 0;
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// Creates, destroys static meshes
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virtual IMesh* CreateStaticMesh( VertexFormat_t vertexFormat, const char *pTextureBudgetGroup, IMaterial *pMaterial = NULL ) = 0;
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virtual void DestroyStaticMesh( IMesh* pMesh ) = 0;
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// Gets at the dynamic mesh
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virtual IMesh* GetDynamicMesh( IMaterial* pMaterial, VertexFormat_t vertexFormat, int nHWSkinBoneCount, bool buffered = true,
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IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0) = 0;
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// ------------ New Vertex/Index Buffer interface ----------------------------
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// Do we need support for bForceTempMesh and bSoftwareVertexShader?
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// I don't think we use bSoftwareVertexShader anymore. .need to look into bForceTempMesh.
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virtual IVertexBuffer *CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup ) = 0;
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virtual IIndexBuffer *CreateIndexBuffer( ShaderBufferType_t indexBufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup ) = 0;
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virtual void DestroyVertexBuffer( IVertexBuffer * ) = 0;
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virtual void DestroyIndexBuffer( IIndexBuffer * ) = 0;
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// Do we need to specify the stream here in the case of locking multiple dynamic VBs on different streams?
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virtual IVertexBuffer *GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered = true ) = 0;
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virtual IIndexBuffer *GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered = true ) = 0;
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virtual void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ) = 0;
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virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) = 0;
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virtual void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ) = 0;
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// ------------ End ----------------------------
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virtual VertexFormat_t GetCurrentVertexFormat( void ) const = 0;
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virtual void RenderPassWithVertexAndIndexBuffers( void ) = 0;
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// Computes the vertex format
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virtual VertexFormat_t ComputeVertexFormat( unsigned int flags,
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int numTexCoords, int* pTexCoordDimensions, int numBoneWeights,
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int userDataSize ) const = 0;
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// Returns the number of buffers...
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virtual int BufferCount() const = 0;
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// Use fat vertices (for tools)
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virtual void UseFatVertices( bool bUseFat ) = 0;
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// Returns the number of vertices + indices we can render using the dynamic mesh
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// Passing true in the second parameter will return the max # of vertices + indices
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// we can use before a flush is provoked and may return different values
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// if called multiple times in succession.
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// Passing false into the second parameter will return
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// the maximum possible vertices + indices that can be rendered in a single batch
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virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) = 0;
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// Returns the max number of vertices we can render for a given material
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virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) = 0;
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virtual int GetMaxIndicesToRender( ) = 0;
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virtual IMesh *GetFlexMesh() = 0;
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virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const = 0;
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virtual IVertexBuffer *GetDynamicVertexBuffer( IMaterial *pMaterial, bool buffered = true ) = 0;
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virtual IIndexBuffer *GetDynamicIndexBuffer( IMaterial *pMaterial, bool buffered = true ) = 0;
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virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) = 0;
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};
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#endif // IMESHDX8_H
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