49 lines
1.3 KiB
C
49 lines
1.3 KiB
C
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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef ISUBDINTERNAL_H
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#define ISUBDINTERNAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shaderapi/shareddefs.h"
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#include "itextureinternal.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class ITextureInternal;
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//-----------------------------------------------------------------------------
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// Subdivision surface manager class
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//-----------------------------------------------------------------------------
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abstract_class ISubDMgr
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{
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public:
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virtual bool ShouldAllocateTextures() = 0; //
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virtual void AllocateTextures() = 0; // Allocate & free textures
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virtual void FreeTextures() = 0; //
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virtual void ReleaseResources() = 0;
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virtual void ReacquireResources() = 0;
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virtual int GetWidth() = 0;
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virtual int GetHeight() = 0;
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virtual int GetOffsetGeometry() = 0;
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virtual int GetOffsetTangents() = 0;
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virtual float* Lock( int nNumRows ) = 0;
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virtual void Unlock() = 0;
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virtual ShaderAPITextureHandle_t SubDTexture() = 0; // Return the subd position texture
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};
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extern ISubDMgr *g_pSubDMgr;
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#endif // ISUBDINTERNAL_H
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