- implement drawing sides with lightmaps
- misc bug fixes in lump loading and format
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parent
2f8cff90b6
commit
3f3769afdb
6 changed files with 78 additions and 42 deletions
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@ -3292,7 +3292,7 @@ void MapLoader::SetSubsectorLightmap(const LightmapSurface &surface)
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}
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}
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void MapLoader::SetLineLightmap(const LightmapSurface &surface)
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void MapLoader::SetSideLightmap(const LightmapSurface &surface)
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{
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int index = 0;
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switch (surface.Type)
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@ -3305,16 +3305,16 @@ void MapLoader::SetLineLightmap(const LightmapSurface &surface)
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if (!surface.ControlSector)
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{
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surface.Line->lightmap[index][0] = surface;
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surface.Side->lightmap[index][0] = surface;
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}
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else
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{
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const auto& ffloors = surface.Line->frontsector->e->XFloor.ffloors;
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const auto &ffloors = surface.Side->sector->e->XFloor.ffloors;
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for (unsigned int i = 0; i < ffloors.Size(); i++)
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{
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if (ffloors[i]->model == surface.ControlSector)
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{
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surface.Line->lightmap[index][i + 1] = surface;
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surface.Side->lightmap[index][i + 1] = surface;
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}
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}
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}
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@ -3337,7 +3337,7 @@ void MapLoader::LoadLightmap(MapData *map)
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uint16_t numTextures = fr.ReadUInt16();
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uint32_t numSurfaces = fr.ReadUInt32();
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uint32_t numTexCoords = fr.ReadUInt32();
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uint32_t numTexBytes = numSurfaces * numTextures * textureSize * 2;
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uint32_t numTexBytes = numTextures * textureSize * textureSize * 3 * 2;
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if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0)
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return;
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@ -3348,8 +3348,8 @@ void MapLoader::LoadLightmap(MapData *map)
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unsigned int allSurfaces = 0;
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for (unsigned int i = 0; i < Level->lines.Size(); i++)
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allSurfaces += 3 + Level->lines[i].frontsector->e->XFloor.ffloors.Size() * 3;
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for (unsigned int i = 0; i < Level->sides.Size(); i++)
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allSurfaces += 3 + Level->sides[i].sector->e->XFloor.ffloors.Size() * 3;
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for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
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allSurfaces += 2 + Level->subsectors[i].sector->e->XFloor.ffloors.Size() * 2;
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@ -3357,17 +3357,17 @@ void MapLoader::LoadLightmap(MapData *map)
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Level->LMSurfaces.Resize(allSurfaces);
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memset(&Level->LMSurfaces[0], 0, sizeof(LightmapSurface) * allSurfaces);
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// Link the surfaces to sectors, lines and their 3D floors
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// Link the surfaces to sectors, sides and their 3D floors
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unsigned int offset = 0;
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for (unsigned int i = 0; i < Level->lines.Size(); i++)
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for (unsigned int i = 0; i < Level->sides.Size(); i++)
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{
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auto& line = Level->lines[i];
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unsigned int count = 1 + line.frontsector->e->XFloor.ffloors.Size();
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line.lightmap[0] = &Level->LMSurfaces[offset];
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line.lightmap[1] = &Level->LMSurfaces[offset + count];
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line.lightmap[2] = line.lightmap[1];
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line.lightmap[3] = &Level->LMSurfaces[offset + count * 2];
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auto& side = Level->sides[i];
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unsigned int count = 1 + side.sector->e->XFloor.ffloors.Size();
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side.lightmap[0] = &Level->LMSurfaces[offset];
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side.lightmap[1] = &Level->LMSurfaces[offset + count];
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side.lightmap[2] = side.lightmap[1];
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side.lightmap[3] = &Level->LMSurfaces[offset + count * 2];
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offset += count * 3;
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}
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for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
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@ -3397,7 +3397,7 @@ void MapLoader::LoadLightmap(MapData *map)
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surface.Type = type;
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surface.LightmapNum = lightmapNum;
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surface.TexCoords = &Level->LMTexCoords[firstTexCoord];
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surface.TexCoords = &Level->LMTexCoords[firstTexCoord * 2];
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if (type == ST_CEILING || type == ST_FLOOR)
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{
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@ -3407,8 +3407,8 @@ void MapLoader::LoadLightmap(MapData *map)
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}
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else if (type != ST_NULL)
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{
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surface.Line = &Level->lines[typeIndex];
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SetLineLightmap(surface);
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surface.Side = &Level->sides[typeIndex];
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SetSideLightmap(surface);
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}
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}
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@ -3423,6 +3423,9 @@ void MapLoader::LoadLightmap(MapData *map)
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Level->LMTextureData.Resize(numTexBytes);
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uint8_t* data = &Level->LMTextureData[0];
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fr.Read(data, numTexBytes);
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#if 0
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// Apply compression predictor
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for (uint32_t i = 1; i < numTexBytes; i++)
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data[i] += data[i - 1];
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#endif
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}
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