Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef IMATRENDERCONTEXTINTERNAL_H
#define IMATRENDERCONTEXTINTERNAL_H
#if defined( _WIN32 )
#pragma once
#endif
// typedefs to allow use of delegation macros
typedef Vector4D LightCube_t[6];
abstract_class IMatRenderContextInternal : public IMatRenderContext
{
// For now, stuck implementing these until IMaterialSystem is reworked
bool Connect(CreateInterfaceFn) { return true; }
void Disconnect(void) {}
void *QueryInterface(const char *pszInterface) { return NULL; }
InitReturnVal_t Init(void) { return INIT_OK; }
void Shutdown(void) {}
public:
virtual float GetFloatRenderingParameter(int parm_number) const = 0;
virtual int GetIntRenderingParameter(int parm_number) const = 0;
virtual Vector GetVectorRenderingParameter(int parm_number) const = 0;
virtual void SwapBuffers() = 0;
virtual void SetCurrentMaterialInternal(IMaterialInternal* pCurrentMaterial) = 0;
virtual IMaterialInternal* GetCurrentMaterialInternal() const = 0;
virtual int GetLightmapPage() = 0;
virtual void ForceDepthFuncEquals( bool) = 0;
virtual bool InFlashlightMode() const = 0;
virtual void BindStandardTexture( Sampler_t, StandardTextureId_t ) = 0;
virtual void GetLightmapDimensions( int *, int *) = 0;
virtual MorphFormat_t GetBoundMorphFormat() = 0;
virtual ITexture *GetRenderTargetEx( int ) = 0;
virtual void DrawClearBufferQuad( unsigned char, unsigned char, unsigned char, unsigned char, bool, bool, bool ) = 0;
virtual bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ) = 0;
virtual bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ) = 0;
virtual bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) = 0;
virtual bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) = 0;
virtual bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ) = 0;
virtual bool OnFlushBufferedPrimitives() = 0;
virtual void SyncMatrices() = 0;
virtual void SyncMatrix( MaterialMatrixMode_t ) = 0;
virtual void ForceHardwareSync() = 0;
virtual void BeginFrame() = 0;
virtual void EndFrame() = 0;
virtual void SetFrameTime( float frameTime ) = 0;
virtual void SetCurrentProxy( void *pProxy ) = 0;
virtual void MarkRenderDataUnused( bool bBeginFrame ) = 0;
virtual CMatCallQueue *GetCallQueueInternal() = 0;
// Map and unmap a texture. The pRecipient->OnAsyncMapComplete is called when complete.
virtual void AsyncMap( ITextureInternal* pTexToMap, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) = 0;
virtual void AsyncUnmap( ITextureInternal* pTexToUnmap ) = 0;
// Copy from a render target to a staging texture, in order with other async commands.
virtual void AsyncCopyRenderTargetToStagingTexture( ITexture* pDst, ITexture* pSrc, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) = 0;
#ifdef DX_TO_GL_ABSTRACTION
virtual void DoStartupShaderPreloading( void ) = 0;
#endif
virtual void TextureManagerUpdate() = 0;
};
#endif // IMATRENDERCONTEXTINTERNAL_H