Merge SurfaceVertex with FFlatVertex and draw the lightmaps

This commit is contained in:
Magnus Norddahl 2023-10-20 04:06:57 +02:00
commit 240d68d7ae
29 changed files with 263 additions and 276 deletions

View file

@ -657,11 +657,11 @@ void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
static const FVertexBufferAttribute format[] =
{
{ 0, VATTR_VERTEX, VFmt_Float4, (int)myoffsetof(SurfaceVertex, pos.X) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(SurfaceVertex, uv.X) },
{ 0, VATTR_LIGHTMAP, VFmt_Float3, (int)myoffsetof(SurfaceVertex, lightmap.X) },
{ 0, VATTR_VERTEX, VFmt_Float4, (int)myoffsetof(FFlatVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FFlatVertex, u) },
{ 0, VATTR_LIGHTMAP, VFmt_Float2, (int)myoffsetof(FFlatVertex, lu) },
};
int vertexFormatIndex = GetRenderPassManager()->GetVertexFormat(1, 3, sizeof(SurfaceVertex), format);
int vertexFormatIndex = GetRenderPassManager()->GetVertexFormat(1, 3, sizeof(FFlatVertex), format);
VkBuffer vertexBuffers[2] = { GetRaytrace()->GetVertexBuffer()->buffer, GetRaytrace()->GetVertexBuffer()->buffer };
VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
cmdbuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);