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OpenAssetTools/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.h
2025-11-10 21:45:41 +01:00

38 lines
1.3 KiB
C++

#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/BSP/BSP.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
namespace BSP
{
class GfxWorldLinker
{
public:
GfxWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
T6::GfxWorld* linkGfxWorld(BSPData* bsp);
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
AssetCreationContext& m_context;
void loadDrawData(BSPData* projInfo, T6::GfxWorld* gfxWorld);
bool loadMapSurfaces(BSPData* projInfo, T6::GfxWorld* gfxWorld);
void loadXModels(BSPData* projInfo, T6::GfxWorld* gfxWorld);
void cleanGfxWorld(T6::GfxWorld* gfxWorld);
void loadGfxLights(T6::GfxWorld* gfxWorld);
void loadLightGrid(T6::GfxWorld* gfxWorld);
void loadGfxCells(T6::GfxWorld* gfxWorld);
void loadModels(T6::GfxWorld* gfxWorld);
bool loadReflectionProbeData(T6::GfxWorld* gfxWorld);
bool loadLightmapData(T6::GfxWorld* gfxWorld);
void loadSkyBox(BSPData* projInfo, T6::GfxWorld* gfxWorld);
void loadDynEntData(T6::GfxWorld* gfxWorld);
bool loadOutdoors(T6::GfxWorld* gfxWorld);
void loadSunData(T6::GfxWorld* gfxWorld);
void loadWorldBounds(T6::GfxWorld* gfxWorld);
};
} // namespace BSP