Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BSPLIGHTING_H
#define BSPLIGHTING_H
#ifdef _WIN32
#pragma once
#endif
#include "stdafx.h"
#include "ibsplighting.h"
#include "utlvector.h"
#include "utllinkedlist.h"
#include "bspfile.h"
#include "interface.h"
#include "ivraddll.h"
#include "ibsplightingthread.h"
class CBSPLighting : public IBSPLighting
{
public:
CBSPLighting();
virtual ~CBSPLighting();
virtual void Release();
virtual bool Load( char const *pFilename );
virtual void Term();
virtual bool Serialize();
virtual void StartLighting( char const *pVMFFileWithEnts );
virtual float GetPercentComplete();
virtual void Interrupt();
virtual bool CheckForNewLightmaps();
virtual void Draw();
private:
class CVert
{
public:
Vector m_vPos;
Vector2D m_vTexCoords;
Vector2D m_vLightCoords;
};
// This is the face data we store for each face. Just enough to
// let us update the lightmaps in memory.
class CFaceMaterial;
class CFace;
class CStoredFace
{
public:
int m_iMapFace; // index into dfaces.
int m_LightmapPageID;
int m_OffsetIntoLightmapPage[2];
int m_LightmapSize[2]; // This already has 1 added to it (unlike dface).
CFaceMaterial *m_pMaterial;
CFace *m_pFace; // only valid inside of Load
float m_BumpSTexCoordOffset;
// Indices into CFaceMaterial::m_pMesh
int m_iFirstIndex;
int m_nIndices;
};
class CDrawCommand
{
public:
CUtlVector<CPrimList> m_PrimLists;
int m_LightmapPageID;
};
friend bool FindDrawCommand( CUtlVector<CDrawCommand*> &drawCommands, int lmPageID, int &index );
class CMaterialBuf
{
public:
CMaterialBuf();
~CMaterialBuf();
CUtlLinkedList<CStoredFace*, unsigned short> m_Faces;
// Commands to draw everything in this material as fast as possible.
CUtlVector<CDrawCommand*> m_DrawCommands;
int m_nVerts;
int m_nIndices;
IMesh *m_pMesh;
};
class CFaceMaterial
{
public:
~CFaceMaterial();
IMaterial *m_pMaterial;
// Faces using this material.
CUtlLinkedList<CStoredFace*, unsigned short> m_Faces;
// Static buffers to hold all the verts.
CUtlLinkedList<CMaterialBuf*, unsigned short> m_MaterialBufs;
};
class CFace
{
public:
int m_iDispInfo;
dface_t *m_pDFace; // used while loading..
CStoredFace *m_pStoredFace;
int m_LightmapSortID;
float m_LightmapVecs[2][4];
int m_LightmapTextureMinsInLuxels[2];
int m_iVertStart; // Indexes CBSPLighting::m_Verts.
int m_nVerts;
};
class CDispInfoFaces
{
public:
CUtlVector<CVert> m_Verts;
int m_Power;
};
private:
void AssignFaceMaterialCounts(
CBSPInfo &file,
CUtlVector<CFace> &faces );
VertexFormat_t ComputeLMGroupVertexFormat( IMaterial * pMaterial );
void BuildLMGroups(
CBSPInfo &file,
CUtlVector<CFace> &faces,
CUtlVector<CVert> &verts,
CUtlVector<CDispInfoFaces> &dispInfos
);
void BuildDrawCommands();
void ReloadLightmaps();
bool LoadVRADDLL( char const *pFilename );
void CreateDisplacements( CBSPInfo &file, CUtlVector<CFace> &faces, CUtlVector<CDispInfoFaces> &dispInfos );
// Fast material ID to CFaceMaterial lookups..
void InitMaterialLUT( CBSPInfo &file );
CFaceMaterial* FindOrAddMaterial( CBSPInfo &file, int stringTableID );
private:
CUtlVector<CStoredFace> m_StoredFaces;
CUtlLinkedList<CFaceMaterial*, unsigned short> m_FaceMaterials;
int m_nTotalTris;
// The VRAD DLL. This holds the level file.
CSysModule *m_hVRadDLL;
IVRadDLL *m_pVRadDLL;
// The lighting thread.
IBSPLightingThread *m_pBSPLightingThread;
// Used to detect when lighting is finished so it can update the lightmaps
// in the material system.
bool m_bLightingInProgress;
// Maps string table IDs to materials.
CUtlVector<CFaceMaterial*> m_StringTableIDToMaterial;
};
#endif // BSPLIGHTING_H