Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef INCREMENTAL_H
#define INCREMENTAL_H
#ifdef _WIN32
#pragma once
#endif
#include "iincremental.h"
#include "utllinkedlist.h"
#include "utlvector.h"
#include "utlbuffer.h"
#include "vrad.h"
#define INCREMENTALFILE_VERSION 31241
class CIncLight;
class CLightValue { public: float m_Dot; };
class CLightFace { public: unsigned short m_FaceIndex; // global face index
unsigned short m_LightFacesIndex; // index into CIncLight::m_LightFaces.
// The lightmap grid for this face. Only used while building lighting data for a face.
// Compressed into m_CompressedData immediately afterwards.
CUtlVector<CLightValue> m_LightValues;
CUtlBuffer m_CompressedData; CIncLight *m_pLight; };
class CIncLight { public: CIncLight(); ~CIncLight();
CLightFace* FindOrCreateLightFace( int iFace, int lmSize, bool *bNew=NULL );
public:
CRITICAL_SECTION m_CS;
// This is the light for which m_LightFaces was built.
dworldlight_t m_Light;
CLightFace *m_pCachedFaces[MAX_TOOL_THREADS+1];
// The list of faces that this light contributes to.
CUtlLinkedList<CLightFace*, unsigned short> m_LightFaces;
// Largest value in intensity of light. Used to scale dot products up into a
// range where their values make sense.
float m_flMaxIntensity; };
class CIncrementalHeader { public: class CLMSize { public: unsigned char m_Width; unsigned char m_Height; };
CUtlVector<CLMSize> m_FaceLightmapSizes; };
class CIncremental : public IIncremental { public:
CIncremental(); ~CIncremental();
// IIncremental overrides.
public:
virtual bool Init( char const *pBSPFilename, char const *pIncrementalFilename );
// Load the light definitions out of the incremental file.
// Figure out which lights have changed.
// Change 'activelights' to only consist of new or changed lights.
virtual bool PrepareForLighting();
virtual void AddLightToFace( IncrementalLightID lightID, int iFace, int iSample, int lmSize, float dot, int iThread );
virtual void FinishFace( IncrementalLightID lightID, int iFace, int iThread );
// For each face that was changed during the lighting process, save out
// new data for it in the incremental file.
virtual bool Finalize();
virtual void GetFacesTouched( CUtlVector<unsigned char> &touched );
virtual bool Serialize();
private:
// Read/write the header from the file.
bool ReadIncrementalHeader( long fp, CIncrementalHeader *pHeader ); bool WriteIncrementalHeader( long fp );
// Returns true if the incremental file is valid and we can use InitUpdate.
bool IsIncrementalFileValid(); void Term();
// For each light in 'activelights', add a light to m_Lights and link them together.
void AddLightsForActiveLights();
// Load and save the state.
bool LoadIncrementalFile(); bool SaveIncrementalFile();
typedef CUtlVector<CLightFace*> CFaceLightList; void LinkLightsToFaces( CUtlVector<CFaceLightList> &faceLights );
private:
char const *m_pIncrementalFilename; char const *m_pBSPFilename; CUtlLinkedList<CIncLight*, IncrementalLightID> m_Lights;
// The face index is set to 1 if a face has new lighting data applied to it.
// This is used to optimize the set of lightmaps we recomposite.
CUtlVector<unsigned char> m_FacesTouched; int m_TotalMemory;
// Set to true when one or more runs were completed successfully.
bool m_bSuccessfulRun; };
#endif // INCREMENTAL_H
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