mirror of
https://github.com/ZDoom/ZDRay.git
synced 2024-11-28 14:41:57 +00:00
Clean up some variables
This commit is contained in:
parent
034bcd9b7e
commit
89a3927a66
9 changed files with 214 additions and 252 deletions
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@ -20,7 +20,7 @@
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#include "level/level.h"
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#include "lightmap/cpuraytracer.h"
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#include "lightmap/gpuraytracer.h"
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#include "lightmap/gpuraytracer2.h"
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#include "math/vec.h"
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//#include "rejectbuilder.h"
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#include <memory>
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@ -767,12 +767,12 @@ void FProcessor::BuildLightmaps()
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LightmapMesh = std::make_unique<LevelMesh>(Level, Level.DefaultSamples, LMDims);
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std::unique_ptr<GPURaytracer> gpuraytracer;
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std::unique_ptr<GPURaytracer2> gpuraytracer;
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if (!CPURaytrace)
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{
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try
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{
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gpuraytracer = std::make_unique<GPURaytracer>();
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gpuraytracer = std::make_unique<GPURaytracer2>();
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}
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catch (std::exception msg)
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{
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@ -56,7 +56,7 @@ void CPURaytracer::RaytraceTask(const CPUTraceTask& task)
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if (task.id >= 0)
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{
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Surface* surface = mesh->surfaces[task.id].get();
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vec3 pos = surface->lightmapOrigin + surface->lightmapSteps[0] * ((float)task.x + 0.5f) + surface->lightmapSteps[1] * ((float)task.y + 0.5f);
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vec3 pos = surface->worldOrigin + surface->worldStepX * ((float)task.x + 0.5f) + surface->worldStepY * ((float)task.y + 0.5f);
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state.StartPosition = pos;
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state.StartSurface = surface;
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}
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@ -104,8 +104,8 @@ void CPURaytracer::RaytraceTask(const CPUTraceTask& task)
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if (task.id >= 0)
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{
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Surface* surface = mesh->surfaces[task.id].get();
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size_t sampleWidth = surface->lightmapDims[0];
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surface->samples[task.x + task.y * sampleWidth] = state.Output;
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size_t sampleWidth = surface->texWidth;
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surface->texPixels[task.x + task.y * sampleWidth] = state.Output;
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}
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else
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{
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@ -377,8 +377,8 @@ void CPURaytracer::CreateTasks(std::vector<CPUTraceTask>& tasks)
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if (!surface->bSky)
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{
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int sampleWidth = surface->lightmapDims[0];
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int sampleHeight = surface->lightmapDims[1];
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int sampleWidth = surface->texWidth;
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int sampleHeight = surface->texHeight;
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fullTaskCount += size_t(sampleHeight) * size_t(sampleWidth);
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@ -457,7 +457,7 @@ CPUEmissiveSurface CPURaytracer::GetEmissive(Surface* surface)
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MapSubsectorEx* sub = &mesh->map->GLSubsectors[surface->typeIndex];
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IntSector* sector = mesh->map->GetSectorFromSubSector(sub);
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if (sector && surface->numVerts > 0)
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if (sector && surface->verts.size() > 0)
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{
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if (sector->floorlightdef != -1 && surface->type == ST_FLOOR)
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{
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@ -156,8 +156,8 @@ void GPURaytracer::CreateTasks(std::vector<TraceTask>& tasks)
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if (!surface->bSky)
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{
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int sampleWidth = surface->lightmapDims[0];
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int sampleHeight = surface->lightmapDims[1];
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int sampleWidth = surface->texWidth;
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int sampleHeight = surface->texHeight;
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fullTaskCount += size_t(sampleHeight) * size_t(sampleWidth);
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@ -223,7 +223,7 @@ void GPURaytracer::UploadTasks(const TraceTask* tasks, size_t size)
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if (task.id >= 0)
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{
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Surface* surface = mesh->surfaces[task.id].get();
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vec3 pos = surface->lightmapOrigin + surface->lightmapSteps[0] * (task.x + 0.5f) + surface->lightmapSteps[1] * (task.y + 0.5f);
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vec3 pos = surface->worldOrigin + surface->worldStepX * (task.x + 0.5f) + surface->worldStepY * (task.y + 0.5f);
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startPositions[i] = vec4(pos, (float)task.id);
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}
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else
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@ -373,8 +373,8 @@ void GPURaytracer::DownloadTasks(const TraceTask* tasks, size_t size)
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if (task.id >= 0)
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{
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Surface* surface = mesh->surfaces[task.id].get();
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size_t sampleWidth = surface->lightmapDims[0];
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surface->samples[task.x + task.y * sampleWidth] = vec3(output[i].x, output[i].y, output[i].z);
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size_t sampleWidth = surface->texWidth;
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surface->texPixels[task.x + task.y * sampleWidth] = vec3(output[i].x, output[i].y, output[i].z);
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}
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else
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{
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@ -405,7 +405,7 @@ void GPURaytracer::CreateVertexAndIndexBuffers()
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MapSubsectorEx* sub = &mesh->map->GLSubsectors[surface->typeIndex];
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IntSector* sector = mesh->map->GetSectorFromSubSector(sub);
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if (sector && surface->numVerts > 0)
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if (sector && surface->verts.size() > 0)
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{
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if (sector->floorlightdef != -1 && surface->type == ST_FLOOR)
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{
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@ -63,16 +63,16 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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Surface* surface = mesh->surfaces[i].get();
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int sampleWidth = surface->lightmapDims[0];
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int sampleHeight = surface->lightmapDims[1];
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int sampleWidth = surface->texWidth;
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int sampleHeight = surface->texHeight;
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surfaceImages.push_back(CreateImage(sampleWidth, sampleHeight));
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}
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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Surface* surface = mesh->surfaces[i].get();
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int sampleWidth = surface->lightmapDims[0];
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int sampleHeight = surface->lightmapDims[1];
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int sampleWidth = surface->texWidth;
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int sampleHeight = surface->texHeight;
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LightmapImage& img = surfaceImages[i];
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RenderPassBegin()
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@ -87,9 +87,9 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
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pc.SurfaceIndex = (int32_t)i;
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pc.TileTL = vec2(0.0f);
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pc.TileBR = vec2(1.0f);
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pc.LightmapOrigin = surface->lightmapOrigin;
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pc.LightmapStepX = surface->lightmapSteps[0] * (float)sampleWidth;
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pc.LightmapStepY = surface->lightmapSteps[1] * (float)sampleHeight;
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pc.LightmapOrigin = surface->worldOrigin;
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pc.LightmapStepX = surface->worldStepX * (float)sampleWidth;
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pc.LightmapStepY = surface->worldStepY * (float)sampleHeight;
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VkViewport viewport = {};
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viewport.maxDepth = 1;
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@ -108,8 +108,8 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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Surface* surface = mesh->surfaces[i].get();
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int sampleWidth = surface->lightmapDims[0];
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int sampleHeight = surface->lightmapDims[1];
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int sampleWidth = surface->texWidth;
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int sampleHeight = surface->texHeight;
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LightmapImage& img = surfaceImages[i];
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PipelineBarrier()
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@ -130,13 +130,13 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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Surface* surface = mesh->surfaces[i].get();
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int sampleWidth = surface->lightmapDims[0];
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int sampleHeight = surface->lightmapDims[1];
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int sampleWidth = surface->texWidth;
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int sampleHeight = surface->texHeight;
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vec4* pixels = (vec4*)surfaceImages[i].Transfer->Map(0, sampleWidth * sampleHeight * sizeof(vec4));
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for (int i = 0; i < sampleWidth * sampleHeight; i++)
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{
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surface->samples[i] = pixels[i].xyz();
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surface->texPixels[i] = pixels[i].xyz();
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}
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surfaceImages[i].Transfer->Unmap();
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}
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@ -563,7 +563,7 @@ std::vector<SurfaceInfo2> GPURaytracer2::CreateSurfaceInfo()
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MapSubsectorEx* sub = &mesh->map->GLSubsectors[surface->typeIndex];
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IntSector* sector = mesh->map->GetSectorFromSubSector(sub);
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if (sector && surface->numVerts > 0)
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if (sector && surface->verts.size() > 0)
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{
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if (sector->floorlightdef != -1 && surface->type == ST_FLOOR)
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{
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@ -65,7 +65,7 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
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for (size_t i = 0; i < surfaces.size(); i++)
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{
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const auto &s = surfaces[i];
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int numVerts = s->numVerts;
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int numVerts = s->verts.size();
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unsigned int pos = MeshVertices.Size();
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for (int j = 0; j < numVerts; j++)
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@ -135,7 +135,7 @@ void LevelMesh::BuildSurfaceParams(Surface* surface)
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if (surface->sampleDimension < 0) surface->sampleDimension = 1;
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surface->sampleDimension = Math::RoundPowerOfTwo(surface->sampleDimension);
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// round off dimentions
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// round off dimensions
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for (i = 0; i < 3; i++)
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{
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bounds.min[i] = surface->sampleDimension * (Math::Floor(bounds.min[i] / surface->sampleDimension) - 1);
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@ -187,36 +187,14 @@ void LevelMesh::BuildSurfaceParams(Surface* surface)
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height = (textureHeight - 2);
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}
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surface->lightmapCoords.resize(surface->numVerts);
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for (i = 0; i < surface->numVerts; i++)
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surface->lightUV.resize(surface->verts.size());
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for (i = 0; i < (int)surface->verts.size(); i++)
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{
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vec3 tDelta = surface->verts[i] - bounds.min;
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surface->lightmapCoords[i].x = dot(tDelta, tCoords[0]);
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surface->lightmapCoords[i].y = dot(tDelta, tCoords[1]);
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surface->lightUV[i].x = dot(tDelta, tCoords[0]);
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surface->lightUV[i].y = dot(tDelta, tCoords[1]);
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}
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/*
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surface->coveragemask.resize(width * height);
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if (surface->type == ST_FLOOR || surface->type == ST_CEILING)
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{
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int count = surfaces[i]->numVerts;
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for (i = 0; i < count; i++)
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{
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MarkEdge(surface, i, i + 1 % count);
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}
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}
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else // triangle strip
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{
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MarkEdge(surface, 0, 2);
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MarkEdge(surface, 2, 3);
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MarkEdge(surface, 3, 1);
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MarkEdge(surface, 1, 0);
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}
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*/
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surface->textureCoords[0] = tCoords[0];
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surface->textureCoords[1] = tCoords[1];
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tOrigin = bounds.min;
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// project tOrigin and tCoords so they lie on the plane
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@ -230,14 +208,12 @@ void LevelMesh::BuildSurfaceParams(Surface* surface)
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tCoords[i][axis] -= d;
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}
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surface->bounds = bounds;
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surface->lightmapDims[0] = width;
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surface->lightmapDims[1] = height;
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surface->lightmapOrigin = tOrigin;
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surface->lightmapSteps[0] = tCoords[0] * (float)surface->sampleDimension;
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surface->lightmapSteps[1] = tCoords[1] * (float)surface->sampleDimension;
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surface->samples.resize(width * height);
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surface->texWidth = width;
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surface->texHeight = height;
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surface->texPixels.resize(width * height);
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surface->worldOrigin = tOrigin;
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surface->worldStepX = tCoords[0] * (float)surface->sampleDimension;
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surface->worldStepY = tCoords[1] * (float)surface->sampleDimension;
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}
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BBox LevelMesh::GetBoundsFromSurface(const Surface* surface)
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@ -248,7 +224,7 @@ BBox LevelMesh::GetBoundsFromSurface(const Surface* surface)
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BBox bounds;
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bounds.Clear();
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for (int i = 0; i < surface->numVerts; i++)
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for (int i = 0; i < (int)surface->verts.size(); i++)
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{
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for (int j = 0; j < 3; j++)
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{
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@ -271,14 +247,16 @@ BBox LevelMesh::GetBoundsFromSurface(const Surface* surface)
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void LevelMesh::CreateTextures()
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{
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BlurSurfaces();
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std::vector<Surface*> sortedSurfaces;
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sortedSurfaces.reserve(surfaces.size());
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for (auto& surface : surfaces)
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{
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int sampleWidth = surface->lightmapDims[0];
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int sampleHeight = surface->lightmapDims[1];
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vec3* colorSamples = surface->samples.data();
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int sampleWidth = surface->texWidth;
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int sampleHeight = surface->texHeight;
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vec3* colorSamples = surface->texPixels.data();
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// SVE redraws the scene for lightmaps, so for optimizations,
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// tell the engine to ignore this surface if completely black
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@ -302,11 +280,11 @@ void LevelMesh::CreateTextures()
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}
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else
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{
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surface->lightmapNum = -1;
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surface->atlasPageIndex = -1;
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}
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}
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std::sort(sortedSurfaces.begin(), sortedSurfaces.end(), [](Surface* a, Surface* b) { return a->lightmapDims[1] != b->lightmapDims[1] ? a->lightmapDims[1] > b->lightmapDims[1] : a->lightmapDims[0] > b->lightmapDims[0]; });
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std::sort(sortedSurfaces.begin(), sortedSurfaces.end(), [](Surface* a, Surface* b) { return a->texHeight != b->texHeight ? a->texHeight > b->texHeight : a->texWidth > b->texWidth; });
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RectPacker packer(textureWidth, textureHeight, RectPacker::Spacing(0));
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@ -316,73 +294,81 @@ void LevelMesh::CreateTextures()
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}
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}
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void LevelMesh::BlurSurfaces()
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{
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static const float weights[9] = { 0.125f, 0.25f, 0.125f, 0.25f, 0.50f, 0.25f, 0.125f, 0.25f, 0.125f };
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std::vector<vec3> tempBuffer;
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for (auto& surface : surfaces)
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{
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int texWidth = surface->texWidth;
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int texHeight = surface->texHeight;
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vec3* texPixels = surface->texPixels.data();
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tempBuffer.resize(std::max(tempBuffer.size(), (size_t)texWidth * texHeight));
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vec3* tempPixels = tempBuffer.data();
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// gaussian blur with a 3x3 kernel
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for (int y = 0; y < texHeight; y++)
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{
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vec3* src = &texPixels[y * texWidth];
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vec3* dst = &tempPixels[y * texWidth];
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for (int x = 0; x < texWidth; x++)
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{
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vec3 color = { 0.0f };
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for (int yy = -1; yy <= 1; yy++)
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{
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int yyy = clamp(y + yy, 0, texHeight - 1) - y;
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for (int xx = -1; xx <= 1; xx++)
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{
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int xxx = clamp(x + xx, 0, texWidth - 1);
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color += src[yyy * texWidth + xxx] * weights[4 + xx + yy * 3];
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}
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}
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dst[x] = color * 0.5f;
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}
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}
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memcpy(texPixels, tempPixels, texWidth * texHeight * sizeof(vec3));
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}
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}
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void LevelMesh::FinishSurface(RectPacker& packer, Surface* surface)
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{
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int sampleWidth = surface->lightmapDims[0];
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int sampleHeight = surface->lightmapDims[1];
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vec3* colorSamples = surface->samples.data();
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int sampleWidth = surface->texWidth;
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int sampleHeight = surface->texHeight;
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vec3* colorSamples = surface->texPixels.data();
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auto result = packer.insert(sampleWidth, sampleHeight);
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int x = result.pos.x, y = result.pos.y;
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surface->lightmapNum = result.pageIndex;
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surface->atlasPageIndex = result.pageIndex;
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while (result.pageIndex >= textures.size())
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{
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textures.push_back(std::make_unique<LightmapTexture>(textureWidth, textureHeight));
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}
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uint16_t* currentTexture = textures[surface->lightmapNum]->Pixels();
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uint16_t* currentTexture = textures[surface->atlasPageIndex]->Pixels();
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// calculate final texture coordinates
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for (int i = 0; i < surface->numVerts; i++)
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for (int i = 0; i < (int)surface->verts.size(); i++)
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{
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auto& u = surface->lightmapCoords[i].x;
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auto& v = surface->lightmapCoords[i].y;
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auto& u = surface->lightUV[i].x;
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auto& v = surface->lightUV[i].y;
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u = (u + x) / (float)textureWidth;
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v = (v + y) / (float)textureHeight;
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}
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surface->lightmapOffs[0] = x;
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surface->lightmapOffs[1] = y;
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surface->atlasX = x;
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surface->atlasY = y;
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#if 0
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// store results to lightmap texture
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float weights[9] = { 0.125f, 0.25f, 0.125f, 0.25f, 0.50f, 0.25f, 0.125f, 0.25f, 0.125f };
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for (int y = 0; y < sampleHeight; y++)
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{
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vec3* src = &colorSamples[y * sampleWidth];
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for (int x = 0; x < sampleWidth; x++)
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{
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// gaussian blur with a 3x3 kernel
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vec3 color = { 0.0f };
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for (int yy = -1; yy <= 1; yy++)
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{
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int yyy = clamp(y + yy, 0, sampleHeight - 1) - y;
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for (int xx = -1; xx <= 1; xx++)
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{
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int xxx = clamp(x + xx, 0, sampleWidth - 1);
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color += src[yyy * sampleWidth + xxx] * weights[4 + xx + yy * 3];
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}
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}
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color *= 0.5f;
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// get texture offset
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int offs = ((textureWidth * (y + surface->lightmapOffs[1])) + surface->lightmapOffs[0]) * 3;
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// convert RGB to bytes
|
||||
currentTexture[offs + x * 3 + 0] = floatToHalf(clamp(color.x, -65000.0f, 65000.0f));
|
||||
currentTexture[offs + x * 3 + 1] = floatToHalf(clamp(color.y, -65000.0f, 65000.0f));
|
||||
currentTexture[offs + x * 3 + 2] = floatToHalf(clamp(color.z, -65000.0f, 65000.0f));
|
||||
}
|
||||
}
|
||||
#else
|
||||
// store results to lightmap texture
|
||||
for (int i = 0; i < sampleHeight; i++)
|
||||
{
|
||||
for (int j = 0; j < sampleWidth; j++)
|
||||
{
|
||||
// get texture offset
|
||||
int offs = ((textureWidth * (i + surface->lightmapOffs[1])) + surface->lightmapOffs[0]) * 3;
|
||||
int offs = ((textureWidth * (i + surface->atlasY)) + surface->atlasX) * 3;
|
||||
|
||||
// convert RGB to bytes
|
||||
currentTexture[offs + j * 3 + 0] = floatToHalf(clamp(colorSamples[i * sampleWidth + j].x, -65000.0f, 65000.0f));
|
||||
|
@ -390,7 +376,6 @@ void LevelMesh::FinishSurface(RectPacker& packer, Surface* surface)
|
|||
currentTexture[offs + j * 3 + 2] = floatToHalf(clamp(colorSamples[i * sampleWidth + j].z, -65000.0f, 65000.0f));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void LevelMesh::CreateLightProbes(FLevel& map)
|
||||
|
@ -483,7 +468,6 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
|
||||
auto surf = std::make_unique<Surface>();
|
||||
surf->material = side->midtexture;
|
||||
surf->numVerts = 4;
|
||||
surf->verts.resize(4);
|
||||
surf->bSky = front->skyFloor || front->skyCeiling;
|
||||
|
||||
|
@ -505,15 +489,15 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
|
||||
float texZ = surf->verts[0].z;
|
||||
|
||||
surf->uvs.resize(4);
|
||||
surf->uvs[0].x = 0.0f;
|
||||
surf->uvs[1].x = distance / texWidth;
|
||||
surf->uvs[2].x = 0.0f;
|
||||
surf->uvs[3].x = distance / texWidth;
|
||||
surf->uvs[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->uvs[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->uvs[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->uvs[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
surf->texUV.resize(4);
|
||||
surf->texUV[0].x = 0.0f;
|
||||
surf->texUV[1].x = distance / texWidth;
|
||||
surf->texUV[2].x = 0.0f;
|
||||
surf->texUV[3].x = distance / texWidth;
|
||||
surf->texUV[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->texUV[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->texUV[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->texUV[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
|
||||
surfaces.push_back(std::move(surf));
|
||||
return;
|
||||
|
@ -549,7 +533,6 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
surf->typeIndex = typeIndex;
|
||||
surf->controlSector = xfloor;
|
||||
surf->sampleDimension = (surf->sampleDimension = otherSide->GetSampleDistanceMiddle()) ? surf->sampleDimension : defaultSamples;
|
||||
surf->numVerts = 4;
|
||||
surf->verts.resize(4);
|
||||
surf->verts[0].x = surf->verts[2].x = v2.x;
|
||||
surf->verts[0].y = surf->verts[2].y = v2.y;
|
||||
|
@ -564,15 +547,15 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
|
||||
float texZ = surf->verts[0].z;
|
||||
|
||||
surf->uvs.resize(4);
|
||||
surf->uvs[0].x = 0.0f;
|
||||
surf->uvs[1].x = distance / texWidth;
|
||||
surf->uvs[2].x = 0.0f;
|
||||
surf->uvs[3].x = distance / texWidth;
|
||||
surf->uvs[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->uvs[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->uvs[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->uvs[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
surf->texUV.resize(4);
|
||||
surf->texUV[0].x = 0.0f;
|
||||
surf->texUV[1].x = distance / texWidth;
|
||||
surf->texUV[2].x = 0.0f;
|
||||
surf->texUV[3].x = distance / texWidth;
|
||||
surf->texUV[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->texUV[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->texUV[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->texUV[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
|
||||
surfaces.push_back(std::move(surf));
|
||||
}
|
||||
|
@ -607,7 +590,6 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
|
||||
auto surf = std::make_unique<Surface>();
|
||||
surf->material = side->bottomtexture;
|
||||
surf->numVerts = 4;
|
||||
surf->verts.resize(4);
|
||||
|
||||
surf->verts[0].x = surf->verts[2].x = v1.x;
|
||||
|
@ -629,15 +611,15 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
|
||||
float texZ = surf->verts[0].z;
|
||||
|
||||
surf->uvs.resize(4);
|
||||
surf->uvs[0].x = 0.0f;
|
||||
surf->uvs[1].x = distance / texWidth;
|
||||
surf->uvs[2].x = 0.0f;
|
||||
surf->uvs[3].x = distance / texWidth;
|
||||
surf->uvs[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->uvs[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->uvs[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->uvs[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
surf->texUV.resize(4);
|
||||
surf->texUV[0].x = 0.0f;
|
||||
surf->texUV[1].x = distance / texWidth;
|
||||
surf->texUV[2].x = 0.0f;
|
||||
surf->texUV[3].x = distance / texWidth;
|
||||
surf->texUV[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->texUV[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->texUV[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->texUV[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
|
||||
surfaces.push_back(std::move(surf));
|
||||
}
|
||||
|
@ -666,7 +648,6 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
|
||||
auto surf = std::make_unique<Surface>();
|
||||
surf->material = side->toptexture;
|
||||
surf->numVerts = 4;
|
||||
surf->verts.resize(4);
|
||||
|
||||
surf->verts[0].x = surf->verts[2].x = v1.x;
|
||||
|
@ -688,15 +669,15 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
|
||||
float texZ = surf->verts[0].z;
|
||||
|
||||
surf->uvs.resize(4);
|
||||
surf->uvs[0].x = 0.0f;
|
||||
surf->uvs[1].x = distance / texWidth;
|
||||
surf->uvs[2].x = 0.0f;
|
||||
surf->uvs[3].x = distance / texWidth;
|
||||
surf->uvs[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->uvs[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->uvs[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->uvs[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
surf->texUV.resize(4);
|
||||
surf->texUV[0].x = 0.0f;
|
||||
surf->texUV[1].x = distance / texWidth;
|
||||
surf->texUV[2].x = 0.0f;
|
||||
surf->texUV[3].x = distance / texWidth;
|
||||
surf->texUV[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->texUV[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->texUV[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->texUV[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
|
||||
surfaces.push_back(std::move(surf));
|
||||
}
|
||||
|
@ -714,7 +695,6 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
|
||||
auto surf = std::make_unique<Surface>();
|
||||
surf->material = side->midtexture;
|
||||
surf->numVerts = 4;
|
||||
surf->verts.resize(4);
|
||||
|
||||
surf->verts[0].x = surf->verts[2].x = v1.x;
|
||||
|
@ -735,15 +715,15 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
|
|||
|
||||
float texZ = surf->verts[0].z;
|
||||
|
||||
surf->uvs.resize(4);
|
||||
surf->uvs[0].x = 0.0f;
|
||||
surf->uvs[1].x = distance / texWidth;
|
||||
surf->uvs[2].x = 0.0f;
|
||||
surf->uvs[3].x = distance / texWidth;
|
||||
surf->uvs[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->uvs[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->uvs[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->uvs[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
surf->texUV.resize(4);
|
||||
surf->texUV[0].x = 0.0f;
|
||||
surf->texUV[1].x = distance / texWidth;
|
||||
surf->texUV[2].x = 0.0f;
|
||||
surf->texUV[3].x = distance / texWidth;
|
||||
surf->texUV[0].y = (surf->verts[0].z - texZ) / texHeight;
|
||||
surf->texUV[1].y = (surf->verts[1].z - texZ) / texHeight;
|
||||
surf->texUV[2].y = (surf->verts[2].z - texZ) / texHeight;
|
||||
surf->texUV[3].y = (surf->verts[3].z - texZ) / texHeight;
|
||||
|
||||
surfaces.push_back(std::move(surf));
|
||||
}
|
||||
|
@ -754,9 +734,8 @@ void LevelMesh::CreateFloorSurface(FLevel &doomMap, MapSubsectorEx *sub, IntSect
|
|||
auto surf = std::make_unique<Surface>();
|
||||
surf->sampleDimension = sector->sampleDistanceFloor ? sector->sampleDistanceFloor : defaultSamples;
|
||||
surf->material = sector->data.floorpic;
|
||||
surf->numVerts = sub->numlines;
|
||||
surf->verts.resize(surf->numVerts);
|
||||
surf->uvs.resize(surf->numVerts);
|
||||
surf->verts.resize(sub->numlines);
|
||||
surf->texUV.resize(sub->numlines);
|
||||
surf->bSky = sector->skyFloor;
|
||||
|
||||
if (!is3DFloor)
|
||||
|
@ -768,17 +747,17 @@ void LevelMesh::CreateFloorSurface(FLevel &doomMap, MapSubsectorEx *sub, IntSect
|
|||
surf->plane = Plane::Inverse(sector->ceilingplane);
|
||||
}
|
||||
|
||||
for (int j = 0; j < surf->numVerts; j++)
|
||||
for (int j = 0; j < (int)sub->numlines; j++)
|
||||
{
|
||||
MapSegGLEx *seg = &doomMap.GLSegs[sub->firstline + (surf->numVerts - 1) - j];
|
||||
MapSegGLEx *seg = &doomMap.GLSegs[sub->firstline + (sub->numlines - 1) - j];
|
||||
FloatVertex v1 = doomMap.GetSegVertex(seg->v1);
|
||||
|
||||
surf->verts[j].x = v1.x;
|
||||
surf->verts[j].y = v1.y;
|
||||
surf->verts[j].z = surf->plane.zAt(surf->verts[j].x, surf->verts[j].y);
|
||||
|
||||
surf->uvs[j].x = v1.x / 64.0f;
|
||||
surf->uvs[j].y = v1.y / 64.0f;
|
||||
surf->texUV[j].x = v1.x / 64.0f;
|
||||
surf->texUV[j].y = v1.y / 64.0f;
|
||||
}
|
||||
|
||||
surf->type = ST_FLOOR;
|
||||
|
@ -793,9 +772,8 @@ void LevelMesh::CreateCeilingSurface(FLevel &doomMap, MapSubsectorEx *sub, IntSe
|
|||
auto surf = std::make_unique<Surface>();
|
||||
surf->material = sector->data.ceilingpic;
|
||||
surf->sampleDimension = sector->sampleDistanceCeiling ? sector->sampleDistanceCeiling : defaultSamples;
|
||||
surf->numVerts = sub->numlines;
|
||||
surf->verts.resize(surf->numVerts);
|
||||
surf->uvs.resize(surf->numVerts);
|
||||
surf->verts.resize(sub->numlines);
|
||||
surf->texUV.resize(sub->numlines);
|
||||
surf->bSky = sector->skyCeiling;
|
||||
|
||||
if (!is3DFloor)
|
||||
|
@ -807,7 +785,7 @@ void LevelMesh::CreateCeilingSurface(FLevel &doomMap, MapSubsectorEx *sub, IntSe
|
|||
surf->plane = Plane::Inverse(sector->floorplane);
|
||||
}
|
||||
|
||||
for (int j = 0; j < surf->numVerts; j++)
|
||||
for (int j = 0; j < (int)sub->numlines; j++)
|
||||
{
|
||||
MapSegGLEx *seg = &doomMap.GLSegs[sub->firstline + j];
|
||||
FloatVertex v1 = doomMap.GetSegVertex(seg->v1);
|
||||
|
@ -816,8 +794,8 @@ void LevelMesh::CreateCeilingSurface(FLevel &doomMap, MapSubsectorEx *sub, IntSe
|
|||
surf->verts[j].y = v1.y;
|
||||
surf->verts[j].z = surf->plane.zAt(surf->verts[j].x, surf->verts[j].y);
|
||||
|
||||
surf->uvs[j].x = v1.x / 64.0f;
|
||||
surf->uvs[j].y = v1.y / 64.0f;
|
||||
surf->texUV[j].x = v1.x / 64.0f;
|
||||
surf->texUV[j].y = v1.y / 64.0f;
|
||||
}
|
||||
|
||||
surf->type = ST_CEILING;
|
||||
|
@ -882,9 +860,9 @@ void LevelMesh::AddLightmapLump(FWadWriter& wadFile)
|
|||
int numSurfaces = 0;
|
||||
for (size_t i = 0; i < surfaces.size(); i++)
|
||||
{
|
||||
if (surfaces[i]->lightmapNum != -1)
|
||||
if (surfaces[i]->atlasPageIndex != -1)
|
||||
{
|
||||
numTexCoords += surfaces[i]->numVerts;
|
||||
numTexCoords += surfaces[i]->verts.size();
|
||||
numSurfaces++;
|
||||
}
|
||||
}
|
||||
|
@ -926,55 +904,55 @@ void LevelMesh::AddLightmapLump(FWadWriter& wadFile)
|
|||
int coordOffsets = 0;
|
||||
for (size_t i = 0; i < surfaces.size(); i++)
|
||||
{
|
||||
if (surfaces[i]->lightmapNum == -1)
|
||||
if (surfaces[i]->atlasPageIndex == -1)
|
||||
continue;
|
||||
|
||||
lumpFile.Write32(surfaces[i]->type);
|
||||
lumpFile.Write32(surfaces[i]->typeIndex);
|
||||
lumpFile.Write32(surfaces[i]->controlSector ? (uint32_t)(surfaces[i]->controlSector - &map->Sectors[0]) : 0xffffffff);
|
||||
lumpFile.Write32(surfaces[i]->lightmapNum);
|
||||
lumpFile.Write32(surfaces[i]->atlasPageIndex);
|
||||
lumpFile.Write32(coordOffsets);
|
||||
coordOffsets += surfaces[i]->numVerts;
|
||||
coordOffsets += surfaces[i]->verts.size();
|
||||
}
|
||||
|
||||
// Write texture coordinates
|
||||
for (size_t i = 0; i < surfaces.size(); i++)
|
||||
{
|
||||
if (surfaces[i]->lightmapNum == -1)
|
||||
if (surfaces[i]->atlasPageIndex == -1)
|
||||
continue;
|
||||
|
||||
int count = surfaces[i]->numVerts;
|
||||
int count = surfaces[i]->verts.size();
|
||||
if (surfaces[i]->type == ST_FLOOR)
|
||||
{
|
||||
for (int j = count - 1; j >= 0; j--)
|
||||
{
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[j].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[j].y);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[j].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[j].y);
|
||||
}
|
||||
}
|
||||
else if (surfaces[i]->type == ST_CEILING)
|
||||
{
|
||||
for (int j = 0; j < count; j++)
|
||||
{
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[j].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[j].y);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[j].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[j].y);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// zdray uses triangle strip internally, lump/gzd uses triangle fan
|
||||
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[0].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[0].y);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[0].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[0].y);
|
||||
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[2].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[2].y);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[2].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[2].y);
|
||||
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[3].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[3].y);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[3].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[3].y);
|
||||
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[1].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightmapCoords[1].y);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[1].x);
|
||||
lumpFile.WriteFloat(surfaces[i]->lightUV[1].y);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1019,7 +997,7 @@ void LevelMesh::Export(std::string filename)
|
|||
{
|
||||
Surface* surface = surfaces[MeshSurfaces[surfidx]].get();
|
||||
|
||||
outLightmapId[surfidx] = surface->lightmapNum;
|
||||
outLightmapId[surfidx] = surface->atlasPageIndex;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
|
@ -1028,7 +1006,7 @@ void LevelMesh::Export(std::string filename)
|
|||
int uvindex = MeshUVIndex[vertexidx];
|
||||
|
||||
outvertices[vertexidx] = MeshVertices[vertexidx];
|
||||
outuv[vertexidx] = surface->lightmapCoords[uvindex];
|
||||
outuv[vertexidx] = surface->lightUV[uvindex];
|
||||
outnormal[vertexidx] = surface->plane.Normal();
|
||||
outface.Push(vertexidx);
|
||||
}
|
||||
|
|
|
@ -59,26 +59,38 @@ enum SurfaceType
|
|||
|
||||
struct Surface
|
||||
{
|
||||
Plane plane;
|
||||
int lightmapNum;
|
||||
int lightmapOffs[2];
|
||||
int lightmapDims[2];
|
||||
vec3 lightmapOrigin;
|
||||
vec3 lightmapSteps[2];
|
||||
vec3 textureCoords[2];
|
||||
BBox bounds;
|
||||
int numVerts;
|
||||
// Surface geometry
|
||||
SurfaceType type = ST_UNKNOWN;
|
||||
std::vector<vec3> verts;
|
||||
std::vector<vec2> lightmapCoords;
|
||||
//std::vector<bool> coveragemask;
|
||||
std::vector<vec3> samples;
|
||||
SurfaceType type;
|
||||
int typeIndex;
|
||||
IntSector *controlSector;
|
||||
bool bSky;
|
||||
std::vector<vec2> uvs;
|
||||
Plane plane;
|
||||
|
||||
// Surface material
|
||||
std::string material;
|
||||
int sampleDimension;
|
||||
std::vector<vec2> texUV;
|
||||
|
||||
// Surface properties
|
||||
int typeIndex = 0;
|
||||
IntSector* controlSector = nullptr;
|
||||
int sampleDimension = 0;
|
||||
bool bSky = false;
|
||||
|
||||
// Lightmap world coordinates for the texture
|
||||
vec3 worldOrigin = { 0.0f };
|
||||
vec3 worldStepX = { 0.0f };
|
||||
vec3 worldStepY = { 0.0f };
|
||||
|
||||
// Output lightmap for the surface
|
||||
int texWidth = 0;
|
||||
int texHeight = 0;
|
||||
std::vector<vec3> texPixels;
|
||||
|
||||
// UV coordinates for the vertices
|
||||
std::vector<vec2> lightUV;
|
||||
|
||||
// Placement in final texture atlas
|
||||
int atlasPageIndex = -1;
|
||||
int atlasX = 0;
|
||||
int atlasY = 0;
|
||||
};
|
||||
|
||||
class LightProbeSample
|
||||
|
@ -122,6 +134,7 @@ private:
|
|||
|
||||
void BuildSurfaceParams(Surface* surface);
|
||||
BBox GetBoundsFromSurface(const Surface* surface);
|
||||
void BlurSurfaces();
|
||||
void FinishSurface(RectPacker& packer, Surface* surface);
|
||||
|
||||
static bool IsDegenerate(const vec3 &v0, const vec3 &v1, const vec3 &v2);
|
||||
|
|
|
@ -12,30 +12,3 @@ LightmapTexture::LightmapTexture(int width, int height) : textureWidth(width), t
|
|||
#endif
|
||||
allocBlocks.resize(width);
|
||||
}
|
||||
|
||||
bool LightmapTexture::MakeRoomForBlock(const int width, const int height, int* x, int* y)
|
||||
{
|
||||
int startY = 0;
|
||||
int startX = 0;
|
||||
for (int i = 0; i < textureHeight; i++)
|
||||
{
|
||||
startX = std::max(startX, allocBlocks[i]);
|
||||
int available = textureWidth - startX;
|
||||
if (available < width)
|
||||
{
|
||||
startY = i + 1;
|
||||
startX = 0;
|
||||
}
|
||||
else if (i - startY + 1 == height)
|
||||
{
|
||||
for (int yy = 0; yy < height; yy++)
|
||||
{
|
||||
allocBlocks[startY + yy] = startX + width;
|
||||
}
|
||||
*x = startX;
|
||||
*y = startY;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -9,8 +9,6 @@ class LightmapTexture
|
|||
public:
|
||||
LightmapTexture(int width, int height);
|
||||
|
||||
bool MakeRoomForBlock(const int width, const int height, int* x, int* y);
|
||||
|
||||
int Width() const { return textureWidth; }
|
||||
int Height() const { return textureHeight; }
|
||||
uint16_t* Pixels() { return mPixels.data(); }
|
||||
|
|
|
@ -15,17 +15,17 @@ inline bool PointBeyondSide(const vec2& p, const vec2& v1, const vec2& v2)
|
|||
|
||||
SurfaceClip::SurfaceClip(Surface* surface)
|
||||
{
|
||||
sampleWidth = float(surface->lightmapDims[0]);
|
||||
sampleHeight = float(surface->lightmapDims[1]);
|
||||
sampleWidth = float(surface->texWidth);
|
||||
sampleHeight = float(surface->texHeight);
|
||||
|
||||
// Transformation matrix
|
||||
mat3 base;
|
||||
base[0] = surface->lightmapSteps[0].x;
|
||||
base[1] = surface->lightmapSteps[0].y;
|
||||
base[2] = surface->lightmapSteps[0].z;
|
||||
base[3] = surface->lightmapSteps[1].x;
|
||||
base[4] = surface->lightmapSteps[1].y;
|
||||
base[5] = surface->lightmapSteps[1].z;
|
||||
base[0] = surface->worldStepX.x;
|
||||
base[1] = surface->worldStepX.y;
|
||||
base[2] = surface->worldStepX.z;
|
||||
base[3] = surface->worldStepY.x;
|
||||
base[4] = surface->worldStepY.y;
|
||||
base[5] = surface->worldStepY.z;
|
||||
base[6] = surface->plane.a;
|
||||
base[7] = surface->plane.b;
|
||||
base[8] = surface->plane.c;
|
||||
|
|
Loading…
Reference in a new issue