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38 lines
1.5 KiB
38 lines
1.5 KiB
//===== Copyright © 1996-2005, 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 IMESHSYSTEM_H
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#define IMESHSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "appframework/IAppSystem.h"
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#include "rendersystem/schema/renderbuffer.g.h"
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#include "rendersystem/schema/renderable.g.h"
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#include "rendersystem/irendercontext.h"
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#include "mathlib/camera.h"
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//-----------------------------------------------------------------------------
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// Methods related to rendering meshes
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//-----------------------------------------------------------------------------
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abstract_class IMeshSystem : public IAppSystem
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{
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public:
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virtual HRenderable FindOrCreateFileRenderable( const char *pFileName, RenderSystemAssetFileLoadMode_t nLoadMode = LOADMODE_ASYNCHRONOUS ) = 0;
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virtual void DrawRenderable( IRenderContext *pRenderContext, HRenderable hRenderable, RenderShaderHandle_t hVS, RenderShaderHandle_t hPS, int nExplicitInstanceCount = 0 ) = 0;
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virtual const Renderable_t *GetRenderableData( HRenderable hRenderable ) = 0;
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virtual const PermRenderableBounds_t *GetPermRenderableData( HRenderable hRenderable ) = 0;
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virtual bool RenderableIntersectsFrustum( HRenderable hRenderable, CFrustum *pFrustum, Vector &vOrigin ) = 0;
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virtual bool IsFullyCached( HRenderable hRenderable ) = 0;
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virtual void CacheRenderable( HRenderable hRenderable ) = 0;
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};
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#endif // IMESHSYSTEM_H
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