#ifndef WORLD_RENDER_H #define WORLD_RENDER_H #include "tier0/platform.h" #include "gamesystem.h" #include "trig.h" #include "materialsystem/imaterialsystem.h" abstract_class IMesh { public: virtual void SetVertices( IVertexBuffer *pBuffer ) = 0; virtual void SetIndicies( IIndexBuffer *pBuffer, EIndexFormat eIndexFormat ) = 0; virtual void SetMaterial( IMaterial *pMaterial ) = 0; }; abstract_class IPointLight { public: virtual void SetColor( Vector vColor ) = 0; virtual void SetRadius( Vector vColor ) = 0; virtual void SetPosition( Vector vPosition ) = 0; virtual void SetRotation( Quat vRotation ) = 0; virtual void SetScale( Vector vScale ) = 0; }; abstract_class IMeshInstance { public: virtual void SetPosition( Vector vPosition ) = 0; virtual void SetRotation( Quat vRotation ) = 0; virtual void SetScale( Vector vScale ) = 0; }; abstract_class IWorldRenderer: public IGameSystem { public: virtual void SetCameraRotation( Quat vRotation ) = 0; virtual void SetCameraPosition( Vector vPosition ) = 0; virtual IMesh *CreateMesh( const char *szName ) = 0; virtual IMeshInstance *CreateInstance( IMesh *pMesh ) = 0; virtual void ConfigureShader( IShader *pShader ) = 0; }; extern IWorldRenderer *g_pWorldRenderer; #endif