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2020-08-04 13:13:01 -04:00

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: NOTE: This file is for backward compat!
// We'll get rid of it soon. Most of the contents of this file were moved
// into shaderpi/ishadershadow.h, shaderapi/ishaderdynamic.h, or
// shaderapi/shareddefs.h
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISHADERAPI_MS_H
#define ISHADERAPI_MS_H
#ifdef _WIN32
#pragma once
#endif
#include <shaderapi/ishaderdynamic.h>
#include <shaderapi/ishadershadow.h>
#include <shaderapi/shareddefs.h>
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterialVar;
//-----------------------------------------------------------------------------
// Methods that can be called from the SHADER_INIT blocks of shaders
//-----------------------------------------------------------------------------
abstract_class IShaderInit {
public:
// Loads up a texture
virtual void LoadTexture(IMaterialVar * pTextureVar,
const char *pTextureGroupName,
int nAdditionalCreationFlags = 0) = 0;
virtual void LoadBumpMap(IMaterialVar * pTextureVar,
const char *pTextureGroupName) = 0;
virtual void LoadCubeMap(IMaterialVar * *ppParams,
IMaterialVar * pTextureVar,
int nAdditionalCreationFlags = 0) = 0;
};
#endif // ISHADERAPI_MS_H