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53 lines
1.4 KiB
53 lines
1.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ================================== //
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//
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// Purpose: Defines a texture compositor infterface which uses simple operations and shaders to
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// create complex procedural textures.
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//
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//============================================================================================== //
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#ifndef ITEXTURECOMPOSITOR_H
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#define ITEXTURECOMPOSITOR_H
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#pragma once
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#include "interface.h"
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#include "itexture.h"
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#define ITEXTURE_COMPOSITOR_INTERFACE_VERSION "_ITextureCompositor000"
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enum ECompositeResolveStatus
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{
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ECRS_Idle,
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ECRS_Scheduled,
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ECRS_PendingTextureLoads,
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ECRS_PendingComposites,
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ECRS_Error,
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ECRS_Complete
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};
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enum TextureCompositeCreateFlags_t
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{
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TEX_COMPOSITE_CREATE_FLAGS_FORCE = 0x00000001,
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TEX_COMPOSITE_CREATE_FLAGS_NO_COMPRESSION = 0x00000002,
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TEX_COMPOSITE_CREATE_FLAGS_NO_MIPMAPS = 0x00000004,
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TEX_COMPOSITE_CREATE_FLAGS_VERIFY_SCHEMA_ONLY = 0x00000008,
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TEX_COMPOSITE_CREATE_FLAGS_VERIFY_TEMPLATE_ONLY = 0x00000010,
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TEX_COMPOSITE_CREATE_FLAGS_LOG_NODES_ONLY = 0x00000020
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};
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abstract_class ITextureCompositor
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{
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public:
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virtual int AddRef() = 0;
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virtual int Release() = 0;
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virtual int GetRefCount() const = 0;
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virtual void Update() = 0;
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virtual ITexture* GetResultTexture() const = 0;
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virtual ECompositeResolveStatus GetResolveStatus() const = 0;
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virtual void ScheduleResolve() = 0;
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protected:
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virtual ~ITextureCompositor() {}
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};
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#endif /* ITEXTURECOMPOSITOR_H */
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