Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IVRADDLL_H
#define IVRADDLL_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "bspfile.h"
#define VRAD_INTERFACE_VERSION "vraddll_1"
class CBSPInfo { public: byte *dlightdata; int lightdatasize;
dface_t *dfaces; unsigned char *m_pFacesTouched; // If non-null, then this has 1 byte for each face and
// tells which faces had their lightmaps updated.
int numfaces; dvertex_t *dvertexes; int numvertexes;
dedge_t *dedges; int numedges;
int *dsurfedges; int numsurfedges;
texinfo_t *texinfo; int numtexinfo;
dtexdata_t *dtexdata; int numtexdata;
ddispinfo_t *g_dispinfo; int g_numdispinfo;
char *texDataStringData; int nTexDataStringData;
int *texDataStringTable; int nTexDataStringTable; };
// This is the DLL interface to VRAD.
class IVRadDLL { public: // All vrad.exe does is load the VRAD DLL and run this.
virtual int main( int argc, char **argv ) = 0; // Load the BSP file into memory.
virtual bool Init( char const *pFilename ) = 0;
// You must call this if you call Init(), to free resources.
virtual void Release() = 0;
// Get some data from the BSP file that's in memory.
virtual void GetBSPInfo( CBSPInfo *pInfo ) = 0;
// Incrementally relight the BSP file in memory given the new entity
// descriptions in pVMFFile. pVMFFile should only contain light entities.
//
// Returns true only if the lightmaps are updated. If the process is
// interrupted or there is an error, false is returned.
virtual bool DoIncrementalLight( char const *pVMFFile ) = 0;
// Calling DoIncrementalLight doesn't actually write anything to disk.
// Calling this will write the incremental light file out and will write the
// current in-memory light data into the BSP.
// NOTE: if DoIncrementalLight never finished, this will do nothing and return false.
virtual bool Serialize() = 0;
// Returns a 0-1 value telling how close it is to completing the task.
// This can be called from a separate thread than DoIncrementLight.
virtual float GetPercentComplete() = 0;
// This can be called from a separate thread than the DoIncrementalLight thread.
// It asynchronously tells DoIncrementalLight to stop as soon as possible and exit.
virtual void Interrupt() = 0; };
#endif // IVRADDLL_H
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