50 lines
1.2 KiB
C++
50 lines
1.2 KiB
C++
//===== Copyright <20> 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 IPaintmapMANIPULATOR_H
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#define IPaintmapMANIPULATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/platform.h"
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struct Rect_t;
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//owned by the client
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abstract_class IPaintmapDataManager
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{
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public:
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//called just before the material system initializes the paint textures
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virtual void BeginPaintmapsDataAllocation( int iPaintmapCount ) = 0;
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virtual void AllocatePaintmapData( int iPaintmapID, int iCorrespondingLightMapWidth, int iCorrespondingLightMapHeight ) = 0;
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virtual void DestroyPaintmapsData( void ) = 0; // clean up old Paintmaps data
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virtual BYTE* GetPaintmapData( int paintmap ) = 0;
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virtual void GetPaintmapSize( int paintmap, int& width, int& height ) = 0;
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virtual void OnRestorePaintmaps() = 0;
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};
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//owned by materialsystem
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abstract_class IPaintmapTextureManager
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{
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public:
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virtual void BeginUpdatePaintmaps() = 0;
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virtual void UpdatePaintmap( int iPaintmapID, BYTE* pPaintData, int numRects, Rect_t* pRects ) = 0;
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virtual void EndUpdatePaintmaps() = 0;
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};
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#endif // IPaintmapMANIPULATOR_H
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