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2020-08-04 13:13:01 -04:00

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VBSP_DISPINFO_H
#define VBSP_DISPINFO_H
#ifdef _WIN32
#pragma once
#endif
#include "vbsp.h"
class CCoreDispInfo;
extern CUtlVector<CCoreDispInfo *> g_CoreDispInfos;
// Setup initial entries in g_dispinfo with some of the vertex data from the
// mapdisps.
void EmitInitialDispInfos();
// Resample vertex alpha into lightmap alpha for displacement surfaces so LOD
// popping artifacts are less noticeable on the mid-to-high end.
//
// Also builds neighbor data.
void EmitDispLMAlphaAndNeighbors();
// Setup a CCoreDispInfo given a mapdispinfo_t.
// If pFace is non-NULL, then lightmap texture coordinates will be generated.
void DispMapToCoreDispInfo(mapdispinfo_t *pMapDisp,
CCoreDispInfo *pCoreDispInfo, dface_t *pFace,
int *pSwappedTexInfos);
void DispGetFaceInfo(mapbrush_t *pBrush);
bool HasDispInfo(mapbrush_t *pBrush);
// Computes the bounds for a disp info
void ComputeDispInfoBounds(int dispinfo, Vector &mins, Vector &maxs);
#endif // VBSP_DISPINFO_H