Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //=============================================================================//
  7. #ifndef VBSP_DISPINFO_H
  8. #define VBSP_DISPINFO_H
  9. #ifdef _WIN32
  10. #pragma once
  11. #endif
  12. #include "vbsp.h"
  13. class CCoreDispInfo;
  14. extern CUtlVector<CCoreDispInfo*> g_CoreDispInfos;
  15. // Setup initial entries in g_dispinfo with some of the vertex data from the mapdisps.
  16. void EmitInitialDispInfos();
  17. // Resample vertex alpha into lightmap alpha for displacement surfaces so LOD popping artifacts are
  18. // less noticeable on the mid-to-high end.
  19. //
  20. // Also builds neighbor data.
  21. void EmitDispLMAlphaAndNeighbors();
  22. // Setup a CCoreDispInfo given a mapdispinfo_t.
  23. // If pFace is non-NULL, then lightmap texture coordinates will be generated.
  24. void DispMapToCoreDispInfo( mapdispinfo_t *pMapDisp,
  25. CCoreDispInfo *pCoreDispInfo, dface_t *pFace, int *pSwappedTexInfos );
  26. void DispGetFaceInfo( mapbrush_t *pBrush );
  27. bool HasDispInfo( mapbrush_t *pBrush );
  28. // Computes the bounds for a disp info
  29. void ComputeDispInfoBounds( int dispinfo, Vector& mins, Vector& maxs );
  30. #endif // VBSP_DISPINFO_H