You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
110 lines
4.8 KiB
110 lines
4.8 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//===========================================================================//
|
|
|
|
#ifndef IMESHDX8_H
|
|
#define IMESHDX8_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
#include "meshbase.h"
|
|
#include "shaderapi/ishaderapi.h"
|
|
|
|
|
|
abstract_class IMeshMgr
|
|
{
|
|
public:
|
|
// Initialize, shutdown
|
|
virtual void Init() = 0;
|
|
virtual void Shutdown() = 0;
|
|
|
|
// Task switch...
|
|
virtual void ReleaseBuffers() = 0;
|
|
virtual void RestoreBuffers() = 0;
|
|
|
|
// Releases all dynamic vertex buffers
|
|
virtual void DestroyVertexBuffers() = 0;
|
|
|
|
// Discards the dynamic vertex and index buffer
|
|
virtual void DiscardVertexBuffers() = 0;
|
|
|
|
// Creates, destroys static meshes
|
|
virtual IMesh* CreateStaticMesh( VertexFormat_t vertexFormat, const char *pTextureBudgetGroup, IMaterial *pMaterial = NULL, VertexStreamSpec_t *pStreamSpec = NULL ) = 0;
|
|
virtual void DestroyStaticMesh( IMesh* pMesh ) = 0;
|
|
|
|
// Gets at the dynamic mesh
|
|
virtual IMesh* GetDynamicMesh( IMaterial* pMaterial, VertexFormat_t vertexFormat, int nHWSkinBoneCount, bool buffered = true,
|
|
IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0) = 0;
|
|
|
|
|
|
// ------------ New Vertex/Index Buffer interface ----------------------------
|
|
// Do we need support for bForceTempMesh and bSoftwareVertexShader?
|
|
// I don't think we use bSoftwareVertexShader anymore. .need to look into bForceTempMesh.
|
|
virtual IVertexBuffer *CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup ) = 0;
|
|
virtual IIndexBuffer *CreateIndexBuffer( ShaderBufferType_t indexBufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup ) = 0;
|
|
virtual void DestroyVertexBuffer( IVertexBuffer * ) = 0;
|
|
virtual void DestroyIndexBuffer( IIndexBuffer * ) = 0;
|
|
// Do we need to specify the stream here in the case of locking multiple dynamic VBs on different streams?
|
|
virtual IVertexBuffer *GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered = true ) = 0;
|
|
virtual IIndexBuffer *GetDynamicIndexBuffer( ) = 0;
|
|
virtual void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ) = 0;
|
|
virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) = 0;
|
|
virtual void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ) = 0;
|
|
// ------------ End ----------------------------
|
|
virtual VertexFormat_t GetCurrentVertexFormat( void ) const = 0;
|
|
virtual void RenderPassWithVertexAndIndexBuffers( const unsigned char *pInstanceCommandBuffer ) = 0;
|
|
virtual void DrawInstancedPrims( const unsigned char *pInstanceCommandBuffer ) = 0;
|
|
|
|
// Computes the vertex format
|
|
virtual VertexFormat_t ComputeVertexFormat( unsigned int flags,
|
|
int numTexCoords, int* pTexCoordDimensions, int numBoneWeights,
|
|
int userDataSize ) const = 0;
|
|
|
|
// Returns the number of buffers...
|
|
virtual int BufferCount() const = 0;
|
|
|
|
// Use fat vertices (for tools)
|
|
virtual void UseFatVertices( bool bUseFat ) = 0;
|
|
|
|
// Returns the number of vertices + indices we can render using the dynamic mesh
|
|
// Passing true in the second parameter will return the max # of vertices + indices
|
|
// we can use before a flush is provoked and may return different values
|
|
// if called multiple times in succession.
|
|
// Passing false into the second parameter will return
|
|
// the maximum possible vertices + indices that can be rendered in a single batch
|
|
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) = 0;
|
|
|
|
// Returns the max number of vertices we can render for a given material
|
|
virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) = 0;
|
|
virtual int GetMaxIndicesToRender( ) = 0;
|
|
virtual IMesh *GetFlexMesh() = 0;
|
|
|
|
virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const = 0;
|
|
|
|
virtual int VertexFormatSize( VertexFormat_t vertexFormat ) const = 0;
|
|
|
|
virtual IVertexBuffer *GetDynamicVertexBuffer( IMaterial *pMaterial, bool buffered = true ) = 0;
|
|
|
|
virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) = 0;
|
|
|
|
virtual void DrawInstances( int nInstanceCount, const MeshInstanceData_t *pInstances ) = 0;
|
|
|
|
#ifdef _GAMECONSOLE
|
|
virtual int GetDynamicIndexBufferAllocationCount() = 0;
|
|
virtual int GetDynamicIndexBufferIndicesLeft() = 0;
|
|
|
|
// Backdoor used by the queued context to directly use write-combined memory
|
|
virtual IMesh *GetExternalMesh( const ExternalMeshInfo_t& info ) = 0;
|
|
virtual void SetExternalMeshData( IMesh *pMesh, const ExternalMeshData_t &data ) = 0;
|
|
virtual IIndexBuffer *GetExternalIndexBuffer( int nIndexCount, uint16 *pIndexData ) = 0;
|
|
#endif
|
|
};
|
|
|
|
#endif // IMESHDX8_H
|