//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//===========================================================================//

#ifndef TEXTURE_GROUP_NAMES_H
#define TEXTURE_GROUP_NAMES_H
#ifdef _WIN32
#pragma once
#endif

// These are given to FindMaterial to reference the texture groups that show up on the 
#define TEXTURE_GROUP_LIGHTMAP						"Lightmaps"
#define TEXTURE_GROUP_WORLD							"World textures"
#define TEXTURE_GROUP_MODEL							"Model textures"
#define TEXTURE_GROUP_VGUI							"VGUI textures"
#define TEXTURE_GROUP_PARTICLE						"Particle textures"
#define TEXTURE_GROUP_DECAL							"Decal textures"
#define TEXTURE_GROUP_SKYBOX						"SkyBox textures"
#define TEXTURE_GROUP_CLIENT_EFFECTS				"ClientEffect textures"
#define TEXTURE_GROUP_OTHER							"Other textures"
#define TEXTURE_GROUP_PRECACHED						"Precached"				// TODO: assign texture groups to the precached materials
#define TEXTURE_GROUP_CUBE_MAP						"CubeMap textures"
#define TEXTURE_GROUP_RENDER_TARGET					"RenderTargets"
#define TEXTURE_GROUP_RUNTIME_COMPOSITE				"Runtime Composite"
#define TEXTURE_GROUP_UNACCOUNTED					"Unaccounted textures"	// Textures that weren't assigned a texture group.
//#define TEXTURE_GROUP_STATIC_VERTEX_BUFFER		"Static Vertex"
#define TEXTURE_GROUP_STATIC_INDEX_BUFFER			"Static Indices"
#define TEXTURE_GROUP_STATIC_VERTEX_BUFFER_DISP		"Displacement Verts"
#define TEXTURE_GROUP_STATIC_VERTEX_BUFFER_COLOR	"Lighting Verts"
#define TEXTURE_GROUP_STATIC_VERTEX_BUFFER_WORLD	"World Verts"
#define TEXTURE_GROUP_STATIC_VERTEX_BUFFER_MODELS	"Model Verts"
#define TEXTURE_GROUP_STATIC_VERTEX_BUFFER_OTHER	"Other Verts"
#define TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER			"Dynamic Indices"
#define TEXTURE_GROUP_DYNAMIC_VERTEX_BUFFER			"Dynamic Verts"
#define TEXTURE_GROUP_DEPTH_BUFFER					"DepthBuffer"
#define TEXTURE_GROUP_VIEW_MODEL					"ViewModel"
#define TEXTURE_GROUP_PIXEL_SHADERS					"Pixel Shaders"
#define TEXTURE_GROUP_VERTEX_SHADERS				"Vertex Shaders"
#define TEXTURE_GROUP_RENDER_TARGET_SURFACE			"RenderTarget Surfaces"
#define TEXTURE_GROUP_MORPH_TARGETS					"Morph Targets"

#endif // TEXTURE_GROUP_NAMES_H