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