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