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

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef INCREMENTAL_H
#define INCREMENTAL_H
#ifdef _WIN32
#pragma once
#endif
#include "iincremental.h"
#include "utlbuffer.h"
#include "utllinkedlist.h"
#include "utlvector.h"
#include "vrad.h"
#define INCREMENTALFILE_VERSION 31241
class CIncLight;
class CLightValue {
public:
float m_Dot;
};
class CLightFace {
public:
unsigned short m_FaceIndex; // global face index
unsigned short m_LightFacesIndex; // index into CIncLight::m_LightFaces.
// The lightmap grid for this face. Only used while building lighting data
// for a face. Compressed into m_CompressedData immediately afterwards.
CUtlVector<CLightValue> m_LightValues;
CUtlBuffer m_CompressedData;
CIncLight *m_pLight;
};
class CIncLight {
public:
CIncLight();
~CIncLight();
CLightFace *FindOrCreateLightFace(int iFace, int lmSize, bool *bNew = NULL);
public:
CRITICAL_SECTION m_CS;
// This is the light for which m_LightFaces was built.
dworldlight_t m_Light;
CLightFace *m_pCachedFaces[MAX_TOOL_THREADS + 1];
// The list of faces that this light contributes to.
CUtlLinkedList<CLightFace *, unsigned short> m_LightFaces;
// Largest value in intensity of light. Used to scale dot products up into a
// range where their values make sense.
float m_flMaxIntensity;
};
class CIncrementalHeader {
public:
class CLMSize {
public:
unsigned char m_Width;
unsigned char m_Height;
};
CUtlVector<CLMSize> m_FaceLightmapSizes;
};
class CIncremental : public IIncremental {
public:
CIncremental();
~CIncremental();
// IIncremental overrides.
public:
virtual bool Init(char const *pBSPFilename,
char const *pIncrementalFilename);
// Load the light definitions out of the incremental file.
// Figure out which lights have changed.
// Change 'activelights' to only consist of new or changed lights.
virtual bool PrepareForLighting();
virtual void AddLightToFace(IncrementalLightID lightID, int iFace,
int iSample, int lmSize, float dot,
int iThread);
virtual void FinishFace(IncrementalLightID lightID, int iFace, int iThread);
// For each face that was changed during the lighting process, save out
// new data for it in the incremental file.
virtual bool Finalize();
virtual void GetFacesTouched(CUtlVector<unsigned char> &touched);
virtual bool Serialize();
private:
// Read/write the header from the file.
bool ReadIncrementalHeader(long fp, CIncrementalHeader *pHeader);
bool WriteIncrementalHeader(long fp);
// Returns true if the incremental file is valid and we can use InitUpdate.
bool IsIncrementalFileValid();
void Term();
// For each light in 'activelights', add a light to m_Lights and link them
// together.
void AddLightsForActiveLights();
// Load and save the state.
bool LoadIncrementalFile();
bool SaveIncrementalFile();
typedef CUtlVector<CLightFace *> CFaceLightList;
void LinkLightsToFaces(CUtlVector<CFaceLightList> &faceLights);
private:
char const *m_pIncrementalFilename;
char const *m_pBSPFilename;
CUtlLinkedList<CIncLight *, IncrementalLightID> m_Lights;
// The face index is set to 1 if a face has new lighting data applied to it.
// This is used to optimize the set of lightmaps we recomposite.
CUtlVector<unsigned char> m_FacesTouched;
int m_TotalMemory;
// Set to true when one or more runs were completed successfully.
bool m_bSuccessfulRun;
};
#endif // INCREMENTAL_H