//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef IMORPHINTERNAL_H #define IMORPHINTERNAL_H #ifdef _WIN32 #pragma once #endif #include "materialsystem/imorph.h" #include "shaderapi/shareddefs.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class ITextureInternal; //----------------------------------------------------------------------------- // Render context for morphs //----------------------------------------------------------------------------- abstract_class IMorphMgrRenderContext { public: }; //----------------------------------------------------------------------------- // // Morph data class // //----------------------------------------------------------------------------- abstract_class IMorphInternal : public IMorph { public: virtual void Init( MorphFormat_t format, const char *pDebugName ) = 0; virtual void Bind( IMorphMgrRenderContext *pRenderContext ) = 0; virtual MorphFormat_t GetMorphFormat() const = 0; }; //----------------------------------------------------------------------------- // Morph manager class //----------------------------------------------------------------------------- abstract_class IMorphMgr { public: // Allocate,free scratch textures + materials virtual bool ShouldAllocateScratchTextures() = 0; virtual void AllocateScratchTextures() = 0; virtual void FreeScratchTextures() = 0; virtual void AllocateMaterials() = 0; virtual void FreeMaterials() = 0; // Returns the morph accumulator scratch texture virtual ITextureInternal *MorphAccumulator() = 0; virtual ITextureInternal *MorphWeights() = 0; // Class factory virtual IMorphInternal *CreateMorph() = 0; virtual void DestroyMorph( IMorphInternal *pMorphData ) = 0; // Max morphs between Begin/End virtual int MaxHWMorphBatchCount() const = 0; // Begin, end morph accumulation phase virtual void BeginMorphAccumulation( IMorphMgrRenderContext *pRenderContext ) = 0; virtual void EndMorphAccumulation( IMorphMgrRenderContext *pRenderContext ) = 0; // Accumulate a morph virtual void AccumulateMorph( IMorphMgrRenderContext *pRenderContext, IMorph* pMorph, int nMorphCount, const MorphWeight_t* pWeights ) = 0; // Advances frame count (for debugging) virtual void AdvanceFrame() = 0; // Returns the location of a particular vertex in the morph accumulator virtual bool GetMorphAccumulatorTexCoord( IMorphMgrRenderContext *pRenderContext, Vector2D *pTexCoord, IMorph *pMorph, int nVertex ) = 0; // Allocate, free morph mgr render context data. virtual IMorphMgrRenderContext *AllocateRenderContext() = 0; virtual void FreeRenderContext( IMorphMgrRenderContext *pRenderContext ) = 0; }; extern IMorphMgr *g_pMorphMgr; #endif // IMORPHINTERNAL_H