diff options
Diffstat (limited to 'mp/src/utils/vrad/iincremental.h')
| -rw-r--r-- | mp/src/utils/vrad/iincremental.h | 142 |
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 |