Remove LightmapOrigin, LightmapStepX and LightmapStepY as we no longer use them

This commit is contained in:
Magnus Norddahl 2023-09-19 00:47:47 +02:00 committed by Christoph Oelckers
parent 4b12a67ce7
commit 6d1f5e02f5
6 changed files with 10 additions and 43 deletions

View file

@ -68,11 +68,6 @@ struct LevelMeshSurface
BBox bounds;
uint16_t sampleDimension = 0;
// Lightmap world coordinates for the texture
FVector3 worldOrigin = { 0.f, 0.f, 0.f };
FVector3 worldStepX = { 0.f, 0.f, 0.f };
FVector3 worldStepY = { 0.f, 0.f, 0.f };
// Calculate world coordinates to UV coordinates
FVector3 translateWorldToLocal = { 0.f, 0.f, 0.f };
FVector3 projLocalToU = { 0.f, 0.f, 0.f };

View file

@ -201,9 +201,6 @@ void VkLightmap::RenderBakeImage()
pc.TileY = (float)selectedSurface.Y;
pc.SurfaceIndex = mesh->GetSurfaceIndex(targetSurface);
pc.TextureSize = (float)bakeImageSize;
pc.LightmapOrigin = targetSurface->worldOrigin - targetSurface->worldStepX - targetSurface->worldStepY;
pc.LightmapStepX = targetSurface->worldStepX * viewport.width;
pc.LightmapStepY = targetSurface->worldStepY * viewport.height;
pc.TileWidth = (float)targetSurface->texWidth;
pc.TileHeight = (float)targetSurface->texHeight;
pc.WorldToLocal = targetSurface->translateWorldToLocal;

View file

@ -23,18 +23,12 @@ struct LightmapPushConstants
uint32_t LightEnd;
int32_t SurfaceIndex;
int32_t PushPadding1;
FVector3 LightmapOrigin;
float TextureSize;
FVector3 LightmapStepX;
float PushPadding3;
FVector3 LightmapStepY;
float PushPadding4;
FVector3 WorldToLocal;
float PushPadding5;
float TextureSize;
FVector3 ProjLocalToU;
float PushPadding6;
float PushPadding2;
FVector3 ProjLocalToV;
float PushPadding7;
float PushPadding3;
float TileX;
float TileY;
float TileWidth;

View file

@ -1194,7 +1194,6 @@ void DoomLevelMesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTex
{
BBox bounds;
FVector3 roundedSize;
FVector3 tOrigin;
int width;
int height;
float d;
@ -1287,11 +1286,8 @@ void DoomLevelMesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTex
}
tOrigin = bounds.min;
// project tOrigin and tCoords so they lie on the plane
// project tCoords so they lie on the plane
d = ((bounds.min | FVector3(plane.X, plane.Y, plane.Z)) - plane.W) / plane[axis]; //d = (plane->PointToDist(bounds.min)) / plane->Normal()[axis];
tOrigin[axis] -= d;
for (int i = 0; i < 2; i++)
{
@ -1302,7 +1298,4 @@ void DoomLevelMesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTex
surface.texWidth = width;
surface.texHeight = height;
surface.worldOrigin = tOrigin;
surface.worldStepX = tCoords[0] * (float)surface.sampleDimension;
surface.worldStepY = tCoords[1] * (float)surface.sampleDimension;
}

View file

@ -74,18 +74,12 @@ layout(push_constant) uniform PushConstants
uint LightEnd;
int SurfaceIndex;
int PushPadding1;
vec3 LightmapOrigin;
float TextureSize;
vec3 LightmapStepX;
float PushPadding3;
vec3 LightmapStepY;
float PushPadding4;
vec3 WorldToLocal;
float PushPadding5;
float TextureSize;
vec3 ProjLocalToU;
float PushPadding6;
float PushPadding2;
vec3 ProjLocalToV;
float PushPadding7;
float PushPadding3;
float TileX;
float TileY;
float TileWidth;

View file

@ -5,18 +5,12 @@ layout(push_constant) uniform PushConstants
uint LightEnd;
int SurfaceIndex;
int PushPadding1;
vec3 LightmapOrigin;
float TextureSize;
vec3 LightmapStepX;
float PushPadding3;
vec3 LightmapStepY;
float PushPadding4;
vec3 WorldToLocal;
float PushPadding5;
float TextureSize;
vec3 ProjLocalToU;
float PushPadding6;
float PushPadding2;
vec3 ProjLocalToV;
float PushPadding7;
float PushPadding3;
float TileX;
float TileY;
float TileWidth;