mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 07:12:36 +00:00
Initial implementation for lightmap lump loading
This commit is contained in:
parent
2b4db4c601
commit
537cd7790d
10 changed files with 354 additions and 35 deletions
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@ -192,11 +192,12 @@ public:
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virtual void UpdateLightLists() { }
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TArray<LevelMeshSmoothingGroup> SmoothingGroups; // TODO fill
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TArray<LevelMeshPortal> Portals; // TODO fill
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TArray<LevelMeshSmoothingGroup> SmoothingGroups;
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TArray<LevelMeshPortal> Portals;
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int LMTextureCount = 0;
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int LMTextureSize = 0;
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TArray<uint16_t> LMTextureData; // TODO better place for this?
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FVector3 SunDirection = FVector3(0.0f, 0.0f, -1.0f);
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FVector3 SunColor = FVector3(0.0f, 0.0f, 0.0f);
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@ -189,7 +189,7 @@ void VkTextureManager::CreateLightmap()
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SetLightmap(1, 1, data);
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}
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void VkTextureManager::CreateLightmap(int newLMTextureSize, int newLMTextureCount)
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void VkTextureManager::CreateLightmap(int newLMTextureSize, int newLMTextureCount, TArray<uint16_t>&& newPixelData)
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{
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if (LMTextureSize == newLMTextureSize && LMTextureCount == newLMTextureCount)
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return;
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@ -197,9 +197,9 @@ void VkTextureManager::CreateLightmap(int newLMTextureSize, int newLMTextureCoun
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LMTextureSize = newLMTextureSize;
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LMTextureCount = newLMTextureCount;
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int w = LMTextureSize;
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int h = LMTextureSize;
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int count = LMTextureCount;
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int w = newLMTextureSize;
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int h = newLMTextureSize;
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int count = newLMTextureCount;
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int pixelsize = 8;
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Lightmap.Reset(fb);
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@ -219,6 +219,47 @@ void VkTextureManager::CreateLightmap(int newLMTextureSize, int newLMTextureCoun
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auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
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if (newPixelData.Size() >= w * h * count * 3)
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{
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assert(newPixelData.Size() == w * h * count * 3);
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int totalSize = w * h * count * pixelsize;
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auto stagingBuffer = BufferBuilder()
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.Size(totalSize)
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.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
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.DebugName("VkHardwareTexture.mStagingBuffer")
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.Create(fb->GetDevice());
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uint16_t one = 0x3c00; // half-float 1.0
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const uint16_t* src = newPixelData.Data();
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uint16_t* data = (uint16_t*)stagingBuffer->Map(0, totalSize);
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for (int i = w * h * count; i > 0; i--)
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{
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*(data++) = *(src++);
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*(data++) = *(src++);
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*(data++) = *(src++);
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*(data++) = one;
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}
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stagingBuffer->Unmap();
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VkImageTransition()
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.AddImage(&Lightmap, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true, 0, count)
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.Execute(cmdbuffer);
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VkBufferImageCopy region = {};
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region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.imageSubresource.layerCount = count;
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region.imageExtent.depth = 1;
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region.imageExtent.width = w;
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region.imageExtent.height = h;
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cmdbuffer->copyBufferToImage(stagingBuffer->buffer, Lightmap.Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
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fb->GetCommands()->TransferDeleteList->Add(std::move(stagingBuffer));
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newPixelData.Clear();
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}
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VkImageTransition()
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.AddImage(&Lightmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false, 0, count)
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.Execute(cmdbuffer);
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@ -23,7 +23,7 @@ public:
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void BeginFrame();
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void CreateLightmap(int LMTextureSize, int LMTextureCount);
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void CreateLightmap(int newLMTextureSize, int newLMTextureCount, TArray<uint16_t>&& newPixelData);
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void SetLightmap(int LMTextureSize, int LMTextureCount, const TArray<uint16_t>& LMTextureData);
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VkTextureImage* GetTexture(const PPTextureType& type, PPTexture* tex);
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@ -474,7 +474,7 @@ void VulkanRenderDevice::BeginFrame()
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if (levelMesh && levelMesh->GetSurfaceCount() > 0)
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{
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levelMesh->UpdateLightLists();
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GetTextureManager()->CreateLightmap(levelMesh->LMTextureSize, levelMesh->LMTextureCount);
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GetTextureManager()->CreateLightmap(levelMesh->LMTextureSize, levelMesh->LMTextureCount, std::move(levelMesh->LMTextureData));
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GetLightmap()->SetLevelMesh(levelMesh);
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#if 0 // full lightmap generation
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@ -93,6 +93,7 @@ enum
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CVAR (Bool, genblockmap, false, CVAR_SERVERINFO|CVAR_GLOBALCONFIG);
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CVAR (Bool, gennodes, false, CVAR_SERVERINFO|CVAR_GLOBALCONFIG);
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CVAR (Bool, genlightmaps, true, CVAR_GLOBALCONFIG);
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inline bool P_LoadBuildMap(uint8_t *mapdata, size_t len, FMapThing **things, int *numthings)
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{
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@ -2938,7 +2939,7 @@ void MapLoader::CalcIndices()
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//
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//==========================================================================
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void MapLoader::InitLevelMesh()
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void MapLoader::InitLevelMesh(MapData* map)
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{
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// Propagate sample distance where it isn't yet set
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for (auto& line : Level->lines)
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@ -2961,8 +2962,280 @@ void MapLoader::InitLevelMesh()
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}
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}
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Level->levelMesh = new DoomLevelMesh(*Level);
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// Last chance to make up our mind whether to use lightmaps or not
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if (!Level->lightmaps)
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{
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if (map->Size(ML_LIGHTMAP))
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{
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Level->lightmaps = true;
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Printf(PRINT_HIGH, "InitLevelMesh: The level contains LIGHTMAP, but no ZDRayInfo thing was detected in the level.\n");
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}
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Level->lightmaps = *genlightmaps;
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}
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// Levelmesh and lightmap binding/loading
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Level->levelMesh = new DoomLevelMesh(*Level);
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if (Level->lightmaps)
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{
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LoadLightmap(map);
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Level->levelMesh->BindLightmapSurfacesToGeometry(*Level);
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}
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else
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{
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Level->levelMesh->Surfaces.Clear(); // Temp hack that disables lightmapping
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}
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}
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void MapLoader::LoadLightmap(MapData* map)
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{
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if (!map->Size(ML_LIGHTMAP))
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return;
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FileReader fr;
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if (!fr.OpenDecompressor(map->Reader(ML_LIGHTMAP), -1, FileSys::METHOD_ZLIB, false, true))
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return;
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int version = fr.ReadInt32();
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if (version == 0)
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{
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Printf(PRINT_HIGH, "LoadLightmap: This is an old unsupported alpha version of the lightmap lump. Please rebuild the map with a newer version of zdray.\n");
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return;
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}
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if (version != 1)
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{
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Printf(PRINT_HIGH, "LoadLightmap: unsupported lightmap lump version\n");
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return;
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}
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uint16_t textureSize = fr.ReadUInt16();
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uint16_t numTextures = fr.ReadUInt16();
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uint32_t numSurfaces = fr.ReadUInt32();
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uint32_t numTexCoords = fr.ReadUInt32();
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uint32_t numSubsectors = fr.ReadUInt32();
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uint32_t numTexBytes = numTextures * textureSize * textureSize * 3 * 2;
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if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0)
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return;
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float sunDir[3], sunColor[3];
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fr.Read(sunDir, sizeof(float) * 3);
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fr.Read(sunColor, sizeof(float) * 3);
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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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// TODO more optimized way:
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auto findSurfaceIndex = [&](int type, int index, const sector_t* sec) {
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const auto& surfaces = Level->levelMesh->Surfaces;
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for (unsigned i = 0, count = surfaces.Size(); i < count; ++i)
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{
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if (surfaces[i].Type == type && surfaces[i].typeIndex == index && sec == surfaces[i].ControlSector)
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{
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return i;
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}
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}
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return 0xffffffff;
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};
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TArray<DoomLevelMeshSurface> zdraySurfaces;
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for (uint32_t i = 0; i < numSurfaces; i++)
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{
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LevelMeshSurfaceType type = (LevelMeshSurfaceType)fr.ReadUInt32();
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uint32_t typeIndex = fr.ReadUInt32();
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uint32_t controlSectorIndex = fr.ReadUInt32();
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uint32_t lightmapNum = fr.ReadUInt32();
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uint32_t firstTexCoord = fr.ReadUInt32();
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auto controlSector = controlSectorIndex < Level->sectors.Size() ? &Level->sectors[controlSectorIndex] : nullptr;
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// Check against the internal levelmesh
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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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{
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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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continue;
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}
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auto levelSurface = &Level->levelMesh->Surfaces[i];
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if (levelSurface->Type != type || levelSurface->typeIndex != typeIndex || levelSurface->ControlSector != controlSector)
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{
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auto internalIndex = findSurfaceIndex(type, typeIndex, controlSector);
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if (internalIndex < Level->levelMesh->Surfaces.Size())
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{
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levelSurface = &Level->levelMesh->Surfaces[internalIndex];
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}
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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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{
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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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// TODO detailed printout
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continue;
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}
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}
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DoomLevelMeshSurface surface;
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surface.startUvIndex = firstTexCoord;
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surface.typeIndex = typeIndex;
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surface.ControlSector = controlSector;
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surface.Type = type;
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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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TArray<FVector2> zdrayUvs;
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zdrayUvs.Resize(numTexCoords);
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fr.Read(&zdrayUvs[0], numTexCoords * 2 * sizeof(float));
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// Load lightmap textures
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Level->levelMesh->LMTextureData.Resize(Level->levelMesh->LMTextureCount* Level->levelMesh->LMTextureSize * Level->levelMesh->LMTextureSize * 3);
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TArray<uint16_t> textureData;
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textureData.Resize((numTexBytes + 1) / 2);
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uint8_t* data = (uint8_t*)&textureData[0];
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fr.Read(data, numTexBytes);
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// Remap the ZDRay atlas into internal lightmapper
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for (auto& surface : zdraySurfaces)
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{
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auto& realSurface = Level->levelMesh->Surfaces[findSurfaceIndex(surface.Type, surface.typeIndex, surface.ControlSector)];
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// what are the pixel boundaries in the atlas?
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BBox bbox;
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for (int i = 0; i < surface.numVerts; ++i)
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{
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auto& uv = zdrayUvs[surface.startUvIndex + i];
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bbox.AddPoint(FVector3(uv.X, uv.Y, 0));
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}
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// calculate pixel positions
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int srcMinX = (int)floorf(bbox.min.X * textureSize - 1.0f);
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int srcMinY = (int)floorf(bbox.min.Y * textureSize - 1.0f);
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int srcMaxX = (int)ceilf(bbox.max.X * textureSize + 1.0f);
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int srcMaxY = (int)ceilf(bbox.max.Y * textureSize + 1.0f);
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int srcPage = surface.atlasPageIndex;
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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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// Sanity checks
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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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{
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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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continue;
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}
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// copy pixels
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uint16_t* src = &textureData[0];
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uint16_t* dst = &Level->levelMesh->LMTextureData[0];
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for (int y = srcMinY, y2 = dstY; y < srcMaxY; ++y, ++y2)
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{
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for (int x = srcMinX, x2 = dstX; x < srcMaxX; ++x, ++x2)
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{
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int index = (x + y * textureSize + srcPage * textureSize * textureSize) * 3;
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int dstIndex = (x2 + y2 * textureSize + dstPage * textureSize * textureSize) * 3;
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dst[dstIndex] = src[index];
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dst[dstIndex + 1] = src[index + 1];
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dst[dstIndex + 2] = src[index + 2];
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}
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}
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realSurface.needsUpdate = false; // this surface is good
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}
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if (errors && developer <= 0)
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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?");
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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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@ -2979,6 +3252,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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Level->SunColor = FVector3(1.f, 1.f, 1.f);
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Level->SunDirection = FVector3(0.45f, 0.3f, 0.9f);
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Level->LightmapSampleDistance = 16;
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Level->lightmaps = false;
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// note: most of this ordering is important
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ForceNodeBuild = gennodes;
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@ -3258,7 +3532,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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// set up world state
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SpawnSpecials();
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InitLevelMesh();
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InitLevelMesh(map);
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// disable reflective planes on sloped sectors.
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for (auto &sec : Level->sectors)
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@ -304,7 +304,8 @@ public:
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void SetSlopes();
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void CopySlopes();
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void InitLevelMesh();
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void InitLevelMesh(MapData* map);
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void LoadLightmap(MapData* map);
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void LoadLevel(MapData *map, const char *lumpname, int position);
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@ -835,6 +835,7 @@ public:
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auto pc = pitch.Cos();
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Level->SunDirection = -FVector3 { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() }; // [RaveYard]: is there a dedicated function for this?
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Level->lightmaps = true;
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}
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}
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@ -95,18 +95,8 @@ DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
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}
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||||
|
||||
SetupLightmapUvs();
|
||||
BindLightmapSurfacesToGeometry(doomMap);
|
||||
|
||||
Collision = std::make_unique<TriangleMeshShape>(MeshVertices.Data(), MeshVertices.Size(), MeshElements.Data(), MeshElements.Size());
|
||||
|
||||
// Runtime stuff
|
||||
for (auto& surface : Surfaces)
|
||||
{
|
||||
if ((surface.Type == ST_FLOOR || surface.Type == ST_CEILING) && surface.ControlSector)
|
||||
{
|
||||
XFloorToSurface[surface.Subsector->sector].Push(&surface);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DoomLevelMesh::CreatePortals()
|
||||
|
@ -382,6 +372,15 @@ void DoomLevelMesh::BindLightmapSurfacesToGeometry(FLevelLocals& doomMap)
|
|||
SetSideLightmap(&surface);
|
||||
}
|
||||
}
|
||||
|
||||
// Runtime helper
|
||||
for (auto& surface : Surfaces)
|
||||
{
|
||||
if ((surface.Type == ST_FLOOR || surface.Type == ST_CEILING) && surface.ControlSector)
|
||||
{
|
||||
XFloorToSurface[surface.Subsector->sector].Push(&surface);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DoomLevelMesh::SetSubsectorLightmap(DoomLevelMeshSurface* surface)
|
||||
|
|
|
@ -29,6 +29,7 @@ public:
|
|||
|
||||
void CreatePortals();
|
||||
void DumpMesh(const FString& objFilename, const FString& mtlFilename) const;
|
||||
void BindLightmapSurfacesToGeometry(FLevelLocals& doomMap);
|
||||
|
||||
bool TraceSky(const FVector3& start, FVector3 direction, float dist)
|
||||
{
|
||||
|
@ -58,7 +59,6 @@ private:
|
|||
void CreateFloorSurface(FLevelLocals &doomMap, subsector_t *sub, sector_t *sector, int typeIndex, bool is3DFloor);
|
||||
void CreateSideSurfaces(FLevelLocals &doomMap, side_t *side);
|
||||
|
||||
void BindLightmapSurfacesToGeometry(FLevelLocals& doomMap);
|
||||
void SetSubsectorLightmap(DoomLevelMeshSurface* surface);
|
||||
void SetSideLightmap(DoomLevelMeshSurface* surface);
|
||||
|
||||
|
|
|
@ -504,7 +504,8 @@ void HWFlat::ProcessSector(HWDrawInfo *di, FRenderState& state, sector_t * front
|
|||
//
|
||||
// Lightmaps
|
||||
//
|
||||
|
||||
if (level.lightmaps)
|
||||
{
|
||||
for (int i = 0, count = sector->subsectorcount; i < count; ++i)
|
||||
{
|
||||
for (int plane = 0; plane < 2; ++plane)
|
||||
|
@ -526,6 +527,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, FRenderState& state, sector_t * front
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue