- Report sun vector

- Various styling fixes to the messages
This commit is contained in:
nashmuhandes 2022-02-20 08:42:30 +08:00
parent 25345c2477
commit bfb23302ef
3 changed files with 8 additions and 7 deletions

View file

@ -111,7 +111,8 @@ void FLevel::SetupLights()
sundir.x = -sdx;
sundir.y = -sdy;
sundir.z = -sdz;
//printf("sun vector: %f, %f, %f\n", sundir.x, sundir.y, sundir.z);
printf("Sun vector: %f, %f, %f\n", sundir.x, sundir.y, sundir.z);
// sun color
lightcolor = thing->args[0];

View file

@ -42,7 +42,7 @@ void GPURaytracer::Raytrace(LevelMesh* level)
{
mesh = level;
printf("Building vulkan acceleration structures\n");
printf("Building Vulkan acceleration structures\n");
if (device->renderdoc)
device->renderdoc->StartFrameCapture(0, 0);

View file

@ -46,12 +46,12 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
textureWidth = textureSize;
textureHeight = textureSize;
printf("------------- Building side surfaces -------------\n");
printf("\n------------- Building side surfaces -------------\n");
for (unsigned int i = 0; i < doomMap.Sides.Size(); i++)
{
CreateSideSurfaces(doomMap, &doomMap.Sides[i]);
printf("sides: %i / %i\r", i + 1, doomMap.Sides.Size());
printf("Sides: %i / %i\r", i + 1, doomMap.Sides.Size());
}
printf("\nSide surfaces: %i\n", (int)surfaces.size());
@ -60,7 +60,7 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
printf("Surfaces total: %i\n\n", (int)surfaces.size());
printf("Building level mesh..\n\n");
printf("Building level mesh...\n\n");
for (size_t i = 0; i < surfaces.size(); i++)
{
@ -786,11 +786,11 @@ void LevelMesh::CreateCeilingSurface(FLevel &doomMap, MapSubsectorEx *sub, IntSe
void LevelMesh::CreateSubsectorSurfaces(FLevel &doomMap)
{
printf("------------- Building subsector surfaces -------------\n");
printf("\n------------- Building subsector surfaces -------------\n");
for (int i = 0; i < doomMap.NumGLSubsectors; i++)
{
printf("subsectors: %i / %i\r", i + 1, doomMap.NumGLSubsectors);
printf("Subsectors: %i / %i\r", i + 1, doomMap.NumGLSubsectors);
MapSubsectorEx *sub = &doomMap.GLSubsectors[i];