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60 lines
1.5 KiB
C
60 lines
1.5 KiB
C
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////////////////////////////////////////////////////////////////////////////
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// skinasset.h - interface between asset manager, and the actual skin
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// provides a common interface to the asset manager
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#ifndef __GEL_SKINASSET_H__
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#define __GEL_SKINASSET_H__
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#ifndef __CORE_DEFINES_H
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#include <core/defines.h>
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#endif
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#include <gel/assman/asset.h>
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namespace Ass
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{
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struct SCutsceneModelDataInfo
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{
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uint32 modelChecksum;
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uint32* pModelData;
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int modelDataSize;
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uint32* pTextureData;
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int textureDataSize;
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uint8* pCASData;
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uint32 texDictChecksum;
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int texDictOffset;
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bool isSkin;
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bool doShadowVolume;
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};
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struct SSkinAssetLoadContext
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{
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int forceTexDictLookup;
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bool doShadowVolume;
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int texDictOffset;
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};
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class CSkinAsset : public CAsset
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{
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public:
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virtual int Load(const char *p_file, bool async_load, bool use_pip, void* pExtraData, Script::CStruct *pStruct); // create or load the asset
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virtual int Load(uint32* p_data, int data_size); // create or load the asset
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virtual int Unload(); // Unload the asset
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virtual int Reload(const char *p_file);
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virtual bool LoadFinished(); // Check to make sure asset is actually there
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virtual const char * Name(); // printable name, for debugging
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virtual EAssetType GetType(); // type is hard wired into asset class
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private:
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};
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} // end namespace Ass
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#endif // #ifndef __GEL_SKINASSET_H__
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