Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

59 lines
1.6 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IBSPLIGHTING_H
#define IBSPLIGHTING_H
#ifdef _WIN32
#pragma once
#endif
class IBSPLighting
{
public:
virtual ~IBSPLighting() {}
virtual void Release() = 0;
// Init for incremental lighting.
// - load the VRAD DLL
// - load the BSP file into it
// - start the incremental lighting thread
// - start lighting in the background if need be
virtual bool Load( char const *pFilename ) = 0;
// Shutdown everything (but keep the object around).
virtual void Term() = 0;
// Serialize the r0 and bsp files if any new lighting has been completed.
// Note: this will return false if a lighting pass is currently in progress
// (don't worry though - Term() will stop an active lighting pass and
// serialize the lighting).
virtual bool Serialize() = 0;
// Start lighting in the background thread using the current state of the
// entities in the editor's memory.
virtual void StartLighting( char const *pVMFFileWithEnts ) = 0;
// Returns a 0-1 value describing how far along the lighting is, or -1 if not lighting.
virtual float GetPercentComplete() = 0;
// Stop the lighting process.
virtual void Interrupt() = 0;
// This should be called during idle time. If it returns true, then it has
// update all the lightmaps and the views should be redrawn.
virtual bool CheckForNewLightmaps() = 0;
// Render the current lightmaps.
virtual void Draw() = 0;
};
IBSPLighting* CreateBSPLighting();
#endif // IBSPLIGHTING_H