mirror of
https://github.com/ZDoom/ZDRay.git
synced 2024-11-10 14:51:40 +00:00
- output dlight lumps
This commit is contained in:
parent
dcf8fbae0a
commit
54e3e461c5
4 changed files with 24 additions and 12 deletions
|
@ -603,8 +603,8 @@ void FProcessor::BuildLightmaps(const char *configFile)
|
|||
|
||||
LMBuilder.CreateLightmaps(Level);
|
||||
|
||||
LMBuilder.WriteTexturesToTGA();
|
||||
LMBuilder.WriteMeshToOBJ();
|
||||
//LMBuilder.WriteTexturesToTGA();
|
||||
//LMBuilder.WriteMeshToOBJ();
|
||||
|
||||
LightmapsBuilt = true;
|
||||
}
|
||||
|
@ -803,6 +803,11 @@ void FProcessor::Write (FWadWriter &out)
|
|||
out.CopyLump (Wad, Wad.FindMapLump ("BEHAVIOR", Lump));
|
||||
out.CopyLump (Wad, Wad.FindMapLump ("SCRIPTS", Lump));
|
||||
}
|
||||
if (LightmapsBuilt)
|
||||
{
|
||||
LMBuilder.AddLightGridLump(out);
|
||||
LMBuilder.AddLightmapLumps(out);
|
||||
}
|
||||
if (Level.GLNodes != NULL && !compressGL)
|
||||
{
|
||||
char glname[9];
|
||||
|
|
|
@ -602,5 +602,12 @@ void FProcessor::WriteUDMF(FWadWriter &out)
|
|||
out.CopyLump(Wad, i);
|
||||
}
|
||||
}
|
||||
|
||||
if (LightmapsBuilt)
|
||||
{
|
||||
LMBuilder.AddLightGridLump(out);
|
||||
LMBuilder.AddLightmapLumps(out);
|
||||
}
|
||||
|
||||
out.CreateLabel("ENDMAP");
|
||||
}
|
||||
|
|
|
@ -937,7 +937,7 @@ void kexLightmapBuilder::CreateLightGrid()
|
|||
// kexLightmapBuilder::AddLightGridLump
|
||||
//
|
||||
|
||||
void kexLightmapBuilder::AddLightGridLump(kexWadFile &wadFile)
|
||||
void kexLightmapBuilder::AddLightGridLump(FWadWriter &wadFile)
|
||||
{
|
||||
kexBinFile lumpFile;
|
||||
int lumpSize = 0;
|
||||
|
@ -1040,14 +1040,14 @@ void kexLightmapBuilder::AddLightGridLump(kexWadFile &wadFile)
|
|||
}
|
||||
#endif
|
||||
|
||||
wadFile.AddLump("LM_CELLS", lumpFile.BufferAt() - lumpFile.Buffer(), data);
|
||||
wadFile.WriteLump("LM_CELLS", data, lumpFile.BufferAt() - lumpFile.Buffer());
|
||||
}
|
||||
|
||||
//
|
||||
// kexLightmapBuilder::CreateLightmapLump
|
||||
//
|
||||
|
||||
void kexLightmapBuilder::AddLightmapLumps(kexWadFile &wadFile)
|
||||
void kexLightmapBuilder::AddLightmapLumps(FWadWriter &wadFile)
|
||||
{
|
||||
int lumpSize = 0;
|
||||
unsigned int i;
|
||||
|
@ -1073,7 +1073,7 @@ void kexLightmapBuilder::AddLightmapLumps(kexWadFile &wadFile)
|
|||
lumpFile.SetBuffer(data);
|
||||
|
||||
lumpFile.WriteVector(map->GetSunDirection());
|
||||
wadFile.AddLump("LM_SUN", sizeof(kexVec3), data);
|
||||
wadFile.WriteLump("LM_SUN", data, sizeof(kexVec3));
|
||||
|
||||
offs = lumpFile.BufferAt() - lumpFile.Buffer();
|
||||
surfs = data + offs;
|
||||
|
@ -1095,7 +1095,7 @@ void kexLightmapBuilder::AddLightmapLumps(kexWadFile &wadFile)
|
|||
}
|
||||
|
||||
offs = lumpFile.BufferAt() - lumpFile.Buffer();
|
||||
wadFile.AddLump("LM_SURFS", size, data);
|
||||
wadFile.WriteLump("LM_SURFS", data, size);
|
||||
txcrd = data + offs;
|
||||
|
||||
size = 0;
|
||||
|
@ -1111,7 +1111,7 @@ void kexLightmapBuilder::AddLightmapLumps(kexWadFile &wadFile)
|
|||
}
|
||||
|
||||
offs = (lumpFile.BufferAt() - lumpFile.Buffer()) - offs;
|
||||
wadFile.AddLump("LM_TXCRD", size, txcrd);
|
||||
wadFile.WriteLump("LM_TXCRD", txcrd, size);
|
||||
lmaps = txcrd + offs;
|
||||
|
||||
// begin writing LM_LMAPS lump
|
||||
|
@ -1131,7 +1131,7 @@ void kexLightmapBuilder::AddLightmapLumps(kexWadFile &wadFile)
|
|||
}
|
||||
|
||||
offs = (lumpFile.BufferAt() - lumpFile.Buffer()) - offs;
|
||||
wadFile.AddLump("LM_LMAPS", size, lmaps);
|
||||
wadFile.WriteLump("LM_LMAPS", lmaps, size);
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#define LIGHTMAP_MAX_SIZE 1024
|
||||
|
||||
class kexTrace;
|
||||
class kexWadFile;
|
||||
class FWadWriter;
|
||||
|
||||
class kexLightmapBuilder
|
||||
{
|
||||
|
@ -48,8 +48,8 @@ public:
|
|||
void LightGrid(const int gridid);
|
||||
void WriteTexturesToTGA();
|
||||
void WriteMeshToOBJ();
|
||||
void AddLightGridLump(kexWadFile &wadFile);
|
||||
void AddLightmapLumps(kexWadFile &wadFile);
|
||||
void AddLightGridLump(FWadWriter &wadFile);
|
||||
void AddLightmapLumps(FWadWriter &wadFile);
|
||||
|
||||
int samples;
|
||||
float ambience;
|
||||
|
|
Loading…
Reference in a new issue