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Clean unused code
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dca5eb13f0
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1 changed files with 3 additions and 65 deletions
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@ -3024,46 +3024,6 @@ void MapLoader::LoadLightmap(MapData* map)
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Level->SunDirection = FVector3(sunDir);
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Level->SunColor = FVector3(sunColor);
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/*if (numSubsectors != Level->subsectors.Size())
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{
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Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match (%d in wad vs %d in engine)\n", (int)numSubsectors, (int)Level->subsectors.Size());
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}*/
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//Level->LMTexCoords.Resize(numTexCoords * 2);
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// Allocate room for all surfaces
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#if 0
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unsigned int allSurfaces = 0;
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for (unsigned int i = 0; i < Level->sides.Size(); i++)
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allSurfaces += 4 + Level->sides[i].sector->e->XFloor.ffloors.Size();
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for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
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allSurfaces += 2 + Level->subsectors[i].sector->e->XFloor.ffloors.Size() * 2;
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Level->LMSurfaces.Resize(allSurfaces);
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memset(&Level->LMSurfaces[0], 0, sizeof(LightmapSurface) * allSurfaces);
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// Link the surfaces to sectors, sides and their 3D floors
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unsigned int offset = 0;
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for (unsigned int i = 0; i < Level->sides.Size(); i++)
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{
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auto& side = Level->sides[i];
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side.lightmap = &Level->LMSurfaces[offset];
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offset += 4 + side.sector->e->XFloor.ffloors.Size();
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}
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for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
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{
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auto& subsector = Level->subsectors[i];
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unsigned int count = 1 + subsector.sector->e->XFloor.ffloors.Size();
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subsector.lightmap[0] = &Level->LMSurfaces[offset];
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subsector.lightmap[1] = &Level->LMSurfaces[offset + count];
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offset += count * 2;
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}
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#endif
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bool errors = false;
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// Load the surfaces we have lightmap data for
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@ -3103,7 +3063,7 @@ void MapLoader::LoadLightmap(MapData* map)
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if (i >= Level->levelMesh->Surfaces.Size())
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{
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errors = true;
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if (*developer >= 1)
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if (developer >= 1)
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{
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Printf(PRINT_HIGH, "Lightmap lump surface index %d is out of bounds\n", i);
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}
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@ -3124,7 +3084,7 @@ void MapLoader::LoadLightmap(MapData* map)
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else
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{
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errors = true;
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if (*developer >= 1)
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if (developer >= 1)
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{
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Printf(PRINT_HIGH, "Lightmap lump surface %d mismatch. Couldn't find surface type:%d, typeindex:%d, controlsector:%d\n", i, type, typeIndex, controlSectorIndex);
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}
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@ -3142,22 +3102,7 @@ void MapLoader::LoadLightmap(MapData* map)
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surface.numVerts = levelSurface->numVerts;
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surface.atlasPageIndex = lightmapNum;
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zdraySurfaces.Push(surface);
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#if 0
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if (type == ST_CEILING || type == ST_FLOOR)
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{
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surface.Subsector = &Level->subsectors[typeIndex];
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surface.Subsector->firstline->sidedef->sector->HasLightmaps = true;
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SetSubsectorLightmap(surface);
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}
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else if (type != ST_NULL)
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{
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surface.Side = &Level->sides[typeIndex];
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SetSideLightmap(surface);
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}
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#endif
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}
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// Load texture coordinates
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@ -3195,8 +3140,6 @@ void MapLoader::LoadLightmap(MapData* map)
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int srcW = srcMaxX - srcMinX;
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int srcH = srcMaxY - srcMinY;
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// Now let's check
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int dstX = realSurface.atlasX;
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int dstY = realSurface.atlasY;
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int dstPage = realSurface.atlasPageIndex;
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@ -3205,7 +3148,7 @@ void MapLoader::LoadLightmap(MapData* map)
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if (srcMinX < 0 || srcMinY < 0 || dstX < 0 || dstY < 0 || srcMaxX >= textureSize || srcMaxY >= textureSize || dstX + srcW >= textureSize || dstY + srcH >= textureSize || srcPage >= numTextures || dstPage >= Level->levelMesh->LMTextureCount)
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{
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errors = true;
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if (*developer >= 1)
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if (developer >= 1)
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{
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Printf("Can't remap lightmap surface ((%d, %d), (%d, %d), %d) -> ((%d, %d), (%d, %d), %d)\n", srcMinX, srcMinY, srcMaxX, srcMaxY, srcPage, dstX, dstY, dstX + srcW, dstY + srcH, dstPage);
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}
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@ -3249,11 +3192,6 @@ void MapLoader::LoadLightmap(MapData* map)
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{
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Printf(PRINT_HIGH, "Pre-calculated LIGHTMAP surfaces do not match current level surfaces. Restart this level with 'developer 1' for further details.\nPerhaps you forget to rebuild lightmaps after modifying the map?\n");
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}
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#if 0
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// Apply compression predictor
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for (uint32_t i = 1; i < numTexBytes; i++)
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data[i] += data[i - 1];
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#endif
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}
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//==========================================================================
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