236 lines
7.1 KiB
C++
236 lines
7.1 KiB
C++
#ifndef MATERIAL_SYSTEM_H
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#define MATERIAL_SYSTEM_H
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#include "tier0/platform.h"
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#include "tier2/iappsystem.h"
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class IGameWindow;
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class IGameWindowManager;
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#define VULKAN_FRAMES_IN_FLIGHT 2
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enum EImageFormat
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{
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IMAGE_FORMAT_R8_UINT,
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IMAGE_FORMAT_RGBA8_UNORM,
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IMAGE_FORMAT_BGRA8_UNORM,
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IMAGE_FORMAT_RGBA8_UINT,
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IMAGE_FORMAT_RGBA8_SINT,
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IMAGE_FORMAT_RGBA16_SFLOAT,
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IMAGE_FORMAT_RGBA32_SFLOAT,
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IMAGE_FORMAT_D32_SFLOAT,
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IMAGE_FORMAT_WINDOW,
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};
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enum EVertexFormat
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{
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VERTEX_FORMAT_X32_SFLOAT,
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VERTEX_FORMAT_XY32_SFLOAT,
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VERTEX_FORMAT_XYZ32_SFLOAT,
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VERTEX_FORMAT_XYZW32_SFLOAT,
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};
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enum EImageType
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{
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IMAGE_TYPE_1D,
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IMAGE_TYPE_2D,
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IMAGE_TYPE_3D,
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IMAGE_TYPE_CUBE,
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IMAGE_TYPE_1D_ARRAY,
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IMAGE_TYPE_2D_ARRAY,
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IMAGE_TYPE_CUBE_ARRAY,
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};
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enum EMultisampleType
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{
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MULTISAMPLE_TYPE_NONE,
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MULTISAMPLE_TYPE_2_SAMPLES,
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MULTISAMPLE_TYPE_4_SAMPLES,
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MULTISAMPLE_TYPE_8_SAMPLES,
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};
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enum EResolveMode
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{
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RESOLVE_MODE_NONE,
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RESOLVE_MODE_ZERO,
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RESOLVE_MODE_AVERAGE,
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RESOLVE_MODE_MIN,
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RESOLVE_MODE_MAX,
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};
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enum ELoadMode
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{
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LOAD_MODE_LOAD,
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LOAD_MODE_CLEAR,
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LOAD_MODE_DONT_CARE,
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};
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enum EStoreMode
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{
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STORE_MODE_STORE,
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STORE_MODE_DONT_CARE,
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};
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enum ETopologyMode
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{
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TOPOLOGY_MODE_POINT_LIST,
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TOPOLOGY_MODE_LINE_LIST,
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TOPOLOGY_MODE_LINE_STRIP,
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TOPOLOGY_MODE_TRIANGLE_LIST,
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TOPOLOGY_MODE_TRIANGLE_STRIP,
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};
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//-----------------------------------------------------------------------------
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// Basic rendering object
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//-----------------------------------------------------------------------------
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abstract_class IRenderingObject
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{
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public:
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virtual ~IRenderingObject() = default;
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virtual void SetDebugName( const char *szName ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Buffer object
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//-----------------------------------------------------------------------------
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abstract_class IBuffer : public IRenderingObject
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{
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public:
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virtual ~IBuffer() = default;
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virtual void Lock() = 0;
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virtual void Unlock() = 0;
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virtual void *Map() = 0;
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virtual void Unmap() = 0;
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virtual uint32_t GetSize() = 0;
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};
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typedef IBuffer IVertexBuffer;
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typedef IBuffer IIndexBuffer;
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//-----------------------------------------------------------------------------
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// Image object
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//-----------------------------------------------------------------------------
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abstract_class IImage : public IRenderingObject
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{
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public:
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virtual uint32_t GetImageWidth() = 0;
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virtual uint32_t GetImageHeight() = 0;
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virtual EImageFormat GetImageFormat() = 0;
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virtual EMultisampleType GetMultisampleType() = 0;
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};
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//-----------------------------------------------------------------------------
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// Shader object
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//-----------------------------------------------------------------------------
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abstract_class IShader
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{
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public:
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virtual ~IShader() = default;
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virtual uint32_t PSGetResourceByName( const char *szName ) = 0;
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virtual uint32_t VSGetResourceByName( const char *szName ) = 0;
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virtual void AddLayout( int iIndex, int iStride ) = 0;
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virtual void AddAttribute( int iBufferIndex, int iLocation, EVertexFormat eFormat, int iOffset ) = 0;
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virtual void SetTopology( ETopologyMode eTopology ) = 0;
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virtual void AddOutputImage( int iImageIndex, EImageFormat eFormat ) = 0;
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virtual void SetDepthImage( EImageFormat eFormat ) = 0;
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virtual void Build() = 0;
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};
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//-----------------------------------------------------------------------------
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// Material handle
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// It allows to specify resources in shaders such as textures, buffers etc.
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//
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// Resources must be updated prior to the frame, which can be done
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// prior to the frame.
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//-----------------------------------------------------------------------------
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abstract_class IMaterial
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{
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public:
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virtual ~IMaterial() = default;
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virtual void VSSetShaderResource( uint32_t uRegister, IRenderingObject *pResource ) = 0;
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virtual void PSSetShaderResource( uint32_t uRegister, IRenderingObject *pResource ) = 0;
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virtual void VSSetConstantsBuffer( uint32_t uRegister, IBuffer *pImage ) = 0;
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virtual void PSSetConstantsBuffer( uint32_t uRegister, IBuffer *pImage ) = 0;
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};
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abstract_class IRenderCommandList
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{
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public:
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virtual void ResetRendering() = 0;
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virtual void SetRenderTarget( uint32_t uIndex, IImage *pImage ) = 0;
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virtual void SetClearColor( uint32_t uIndex, float r, float g, float b, float a ) = 0;
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virtual void SetDepthTarget( IImage *pDepth ) = 0;
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virtual void SetClearDepth( float fVal ) = 0;
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virtual void SetRenderResolution( uint32_t iWidth, uint32_t iHeight ) = 0;
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virtual void SetScissors( uint32_t uX, uint32_t uY, uint32_t uWidth, uint32_t uHeight ) = 0;
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virtual void SetViewport( uint32_t uX, uint32_t uY, uint32_t uWidth, uint32_t uHeight, float fMinDepth, float fMaxDepth ) = 0;
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virtual void SetMaterial( IMaterial *pMaterial ) = 0;
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virtual void SetVertexBuffer( uint32_t uBinding, IVertexBuffer *pBuffer ) = 0;
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virtual void SetIndexBuffer( IVertexBuffer *pBuffer ) = 0;
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virtual void DrawPrimitives( uint32_t nVertexCount, uint32_t nFirstVertex, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
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virtual void DrawPrimitivesIndexed( uint32_t nIndexCount, uint32_t nFirstIndex, uint32_t nVertexOffset, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
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virtual void ResolveImage( IImage *pOriginal, IImage *pResolved ) = 0;
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virtual void StartRecording() = 0;
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virtual void EndRecording() = 0;
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};
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//-----------------------------------------------------------------------------
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// Rendering context
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//
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// Responsible for the object handling
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//-----------------------------------------------------------------------------
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abstract_class IRenderContext: public IAppSystem
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{
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public:
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virtual void Frame( float fTime ) = 0;
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virtual IVertexBuffer *CreateVertexBuffer( uint32_t nSize ) = 0;
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virtual IIndexBuffer *CreateIndexBuffer( uint32_t nSize ) = 0;
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virtual IBuffer *CreateConstantBuffer( uint32_t nSize ) = 0;
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virtual IBuffer *CreateStorageBuffer( uint32_t nSize ) = 0;
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virtual IImage *CreateRenderTarget( uint32_t x, uint32_t y, EImageFormat eFormat, EMultisampleType eMultisampleType ) = 0;
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virtual IImage *CreateStorageImage( uint32_t x, uint32_t y, EImageFormat eFormat, EMultisampleType eMultisampleType ) = 0;
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virtual void DestroyBuffer( IBuffer *pBuffer ) = 0;
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virtual void DestroyImage( IImage *pImage ) = 0;
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virtual IShader *CreateShader( const char *szName ) = 0;
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virtual void DestroyShader( IShader *pMaterial ) = 0;
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virtual IMaterial *CreateMaterial( IShader *pShader ) = 0;
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virtual void DestroyMaterial( IMaterial *pMaterial ) = 0;
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virtual IRenderCommandList *CreateCommandList() = 0;
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virtual void DestroyCommandList( IRenderCommandList *pCommandList ) = 0;
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virtual void SubmitCommandList(IRenderCommandList *pList) = 0;
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virtual void SetMainWindowManager( IGameWindowManager *pWindowManager ) = 0;
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virtual void RenderGameWindow( IGameWindow *pWindow ) = 0;
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virtual void RegisterGameWindow( IGameWindow *pWindow ) = 0;
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virtual void UnregisterGameWindow( IGameWindow *pWindow ) = 0;
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};
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#define RENDER_CONTEXT_INTERFACE_VERSION "RenderContext001"
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#define MATERIAL_SYSTEM_INTERFACE_VERSION "MaterialSystem001"
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abstract_class IMaterialSystem: public IAppSystem
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{
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public:
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virtual void Frame( float fTime ) = 0;
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virtual void RenderGameWindow( IGameWindow *pWindow ) = 0;
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};
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#endif
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