Clean unused code

This commit is contained in:
RaveYard 2023-09-13 19:08:44 +02:00 committed by Christoph Oelckers
parent dca5eb13f0
commit 3adabd205a

View file

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