Commit graph

5 commits

Author SHA1 Message Date
Bill Currie
a50bc1c6ef [scene] Make light style unsigned
Not that it really matters for only 64 styles, but it feels more
consistent.
2023-08-01 23:26:26 +09:00
Bill Currie
72f6048a20 [scene] Put lights into the bsp tree via efrags
This eliminates the O(N^2) (N = map leaf count) operation of finding
visible lights and will later allow for finer culling of the lights as
they can be tested against the leaf volume (which they currently are
not as this was just getting things going). However, this has severely
hurt ad_tears' performance (I suspect due to the extreme number of
leafs), but the speed seems to be very steady. Hopefully, reconstructing
the vis clusters will help (I imagine it will help in many places, not
just lights).
2023-07-22 17:53:07 +09:00
Bill Currie
41a12f066b [client] Clean up light loading
By adding Light_AddLight to scene light management
2022-05-05 23:49:31 +09:00
Bill Currie
df5b471342 [scene] Support ambient lighting in worldspawn
Abyss of Pandemonium uses global ambient light a lot, but doesn't
specify it in every map (nothing extracting entities and adding a
reasonable value can't fix). I imagine some further tweaking will be
needed.
2022-05-05 23:49:30 +09:00
Bill Currie
9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00