Merge SurfaceVertex with FFlatVertex and draw the lightmaps
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e9620e64a4
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29 changed files with 263 additions and 276 deletions
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@ -201,9 +201,9 @@ void VkLightmap::Render()
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pc.TextureSize = (float)bakeImageSize;
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pc.TileWidth = (float)targetSurface->AtlasTile.Width;
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pc.TileHeight = (float)targetSurface->AtlasTile.Height;
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pc.WorldToLocal = targetSurface->translateWorldToLocal;
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pc.ProjLocalToU = targetSurface->projLocalToU;
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pc.ProjLocalToV = targetSurface->projLocalToV;
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pc.WorldToLocal = SwapYZ(targetSurface->translateWorldToLocal);
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pc.ProjLocalToU = SwapYZ(targetSurface->projLocalToU);
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pc.ProjLocalToV = SwapYZ(targetSurface->projLocalToV);
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bool buffersFull = false;
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@ -229,13 +229,13 @@ void VkLightmap::Render()
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for (int i = 0; i < lightCount; i++)
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{
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const LevelMeshLight* light = &templightlist[i];
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lightinfo->Origin = light->Origin;
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lightinfo->RelativeOrigin = light->RelativeOrigin;
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lightinfo->Origin = SwapYZ(light->Origin);
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lightinfo->RelativeOrigin = SwapYZ(light->RelativeOrigin);
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lightinfo->Radius = light->Radius;
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lightinfo->Intensity = light->Intensity;
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lightinfo->InnerAngleCos = light->InnerAngleCos;
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lightinfo->OuterAngleCos = light->OuterAngleCos;
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lightinfo->SpotDir = light->SpotDir;
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lightinfo->SpotDir = SwapYZ(light->SpotDir);
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lightinfo->Color = light->Color;
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lightinfo++;
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}
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@ -294,7 +294,7 @@ void VkLightmap::Render()
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void VkLightmap::UploadUniforms()
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{
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Uniforms values = {};
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values.SunDir = mesh->SunDirection;
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values.SunDir = SwapYZ(mesh->SunDirection);
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values.SunColor = mesh->SunColor;
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values.SunIntensity = 1.0f;
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@ -760,7 +760,7 @@ void VkLightmap::CreateRaytracePipeline()
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.RenderPass(raytrace.renderPass.get())
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.AddVertexShader(shaders.vertRaytrace.get())
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.AddFragmentShader(shaders.fragRaytrace[i].get())
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.AddVertexBufferBinding(0, sizeof(SurfaceVertex))
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.AddVertexBufferBinding(0, sizeof(FFlatVertex))
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.AddVertexAttribute(0, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 0)
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.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
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.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
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