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-rw-r--r--mp/src/utils/vrad/iincremental.h142
1 files changed, 71 insertions, 71 deletions
diff --git a/mp/src/utils/vrad/iincremental.h b/mp/src/utils/vrad/iincremental.h
index fbde8c86..c80854f4 100644
--- a/mp/src/utils/vrad/iincremental.h
+++ b/mp/src/utils/vrad/iincremental.h
@@ -1,71 +1,71 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef IINCREMENTAL_H
-#define IINCREMENTAL_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "mathlib/vector.h"
-#include "utlvector.h"
-
-
-typedef unsigned short IncrementalLightID;
-
-
-// Incremental lighting manager.
-class IIncremental
-{
-// IIncremental overrides.
-public:
-
- virtual ~IIncremental() {}
-
- // Sets up for incremental mode. The BSP file (in bsplib) should be loaded
- // already so it can detect if the incremental file is up to date.
- virtual bool Init( char const *pBSPFilename, char const *pIncrementalFilename ) = 0;
-
- // Prepare to light. You must call Init once, but then you can
- // do as many Prepare/AddLight/Finalize phases as you want.
- virtual bool PrepareForLighting() = 0;
-
- // Called every time light is added to a face.
- // NOTE: This is the ONLY threadsafe function in IIncremental.
- virtual void AddLightToFace(
- IncrementalLightID lightID,
- int iFace,
- int iSample,
- int lmSize,
- float dot,
- int iThread ) = 0;
-
- // Called when it's done applying light from the specified light to the specified face.
- virtual void FinishFace (
- IncrementalLightID lightID,
- int iFace,
- int iThread ) = 0;
-
- // For each face that was changed during the lighting process, save out
- // new data for it in the incremental file.
- // Returns false if the incremental lighting isn't active.
- virtual bool Finalize() = 0;
-
- // Grows touched to a size of 'numfaces' and sets each byte to 0 or 1 telling
- // if the face's lightmap was updated in Finalize.
- virtual void GetFacesTouched( CUtlVector<unsigned char> &touched ) = 0;
-
- // This saves the .r0 file and updates the lighting in the BSP file.
- virtual bool Serialize() = 0;
-};
-
-
-extern IIncremental* GetIncremental();
-
-
-#endif // IINCREMENTAL_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef IINCREMENTAL_H
+#define IINCREMENTAL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "mathlib/vector.h"
+#include "utlvector.h"
+
+
+typedef unsigned short IncrementalLightID;
+
+
+// Incremental lighting manager.
+class IIncremental
+{
+// IIncremental overrides.
+public:
+
+ virtual ~IIncremental() {}
+
+ // Sets up for incremental mode. The BSP file (in bsplib) should be loaded
+ // already so it can detect if the incremental file is up to date.
+ virtual bool Init( char const *pBSPFilename, char const *pIncrementalFilename ) = 0;
+
+ // Prepare to light. You must call Init once, but then you can
+ // do as many Prepare/AddLight/Finalize phases as you want.
+ virtual bool PrepareForLighting() = 0;
+
+ // Called every time light is added to a face.
+ // NOTE: This is the ONLY threadsafe function in IIncremental.
+ virtual void AddLightToFace(
+ IncrementalLightID lightID,
+ int iFace,
+ int iSample,
+ int lmSize,
+ float dot,
+ int iThread ) = 0;
+
+ // Called when it's done applying light from the specified light to the specified face.
+ virtual void FinishFace (
+ IncrementalLightID lightID,
+ int iFace,
+ int iThread ) = 0;
+
+ // For each face that was changed during the lighting process, save out
+ // new data for it in the incremental file.
+ // Returns false if the incremental lighting isn't active.
+ virtual bool Finalize() = 0;
+
+ // Grows touched to a size of 'numfaces' and sets each byte to 0 or 1 telling
+ // if the face's lightmap was updated in Finalize.
+ virtual void GetFacesTouched( CUtlVector<unsigned char> &touched ) = 0;
+
+ // This saves the .r0 file and updates the lighting in the BSP file.
+ virtual bool Serialize() = 0;
+};
+
+
+extern IIncremental* GetIncremental();
+
+
+#endif // IINCREMENTAL_H