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