//========= 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 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