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100 lines
2.5 KiB
C
100 lines
2.5 KiB
C
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//========= 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 IVRADDLL_H
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#define IVRADDLL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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#include "bspfile.h"
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#define VRAD_INTERFACE_VERSION "vraddll_1"
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class CBSPInfo
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{
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public:
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byte *dlightdata;
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int lightdatasize;
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dface_t *dfaces;
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unsigned char *m_pFacesTouched; // If non-null, then this has 1 byte for each face and
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// tells which faces had their lightmaps updated.
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int numfaces;
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dvertex_t *dvertexes;
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int numvertexes;
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dedge_t *dedges;
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int numedges;
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int *dsurfedges;
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int numsurfedges;
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texinfo_t *texinfo;
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int numtexinfo;
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dtexdata_t *dtexdata;
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int numtexdata;
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ddispinfo_t *g_dispinfo;
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int g_numdispinfo;
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char *texDataStringData;
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int nTexDataStringData;
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int *texDataStringTable;
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int nTexDataStringTable;
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};
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// This is the DLL interface to VRAD.
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class IVRadDLL
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{
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public:
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// All vrad.exe does is load the VRAD DLL and run this.
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virtual int main( int argc, char **argv ) = 0;
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// Load the BSP file into memory.
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virtual bool Init( char const *pFilename ) = 0;
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// You must call this if you call Init(), to free resources.
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virtual void Release() = 0;
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// Get some data from the BSP file that's in memory.
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virtual void GetBSPInfo( CBSPInfo *pInfo ) = 0;
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// Incrementally relight the BSP file in memory given the new entity
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// descriptions in pVMFFile. pVMFFile should only contain light entities.
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//
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// Returns true only if the lightmaps are updated. If the process is
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// interrupted or there is an error, false is returned.
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virtual bool DoIncrementalLight( char const *pVMFFile ) = 0;
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// Calling DoIncrementalLight doesn't actually write anything to disk.
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// Calling this will write the incremental light file out and will write the
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// current in-memory light data into the BSP.
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// NOTE: if DoIncrementalLight never finished, this will do nothing and return false.
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virtual bool Serialize() = 0;
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// Returns a 0-1 value telling how close it is to completing the task.
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// This can be called from a separate thread than DoIncrementLight.
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virtual float GetPercentComplete() = 0;
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// This can be called from a separate thread than the DoIncrementalLight thread.
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// It asynchronously tells DoIncrementalLight to stop as soon as possible and exit.
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virtual void Interrupt() = 0;
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};
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#endif // IVRADDLL_H
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