- avoid passing game structs to common backend code

InitLightmap was using a „FLevelLocals“ pointer, better pass the needed elements separately instead.
This commit is contained in:
Christoph Oelckers 2022-04-11 00:01:30 +02:00
commit 45e7badb71
6 changed files with 15 additions and 15 deletions

View file

@ -362,9 +362,9 @@ void OpenGLFrameBuffer::BlurScene(float amount)
GLRenderer->BlurScene(amount);
}
void OpenGLFrameBuffer::InitLightmap(FLevelLocals *Level)
void OpenGLFrameBuffer::InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData)
{
if (Level->LMTextureData.Size() > 0)
if (LMTextureData.Size() > 0)
{
GLint activeTex = 0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
@ -374,14 +374,14 @@ void OpenGLFrameBuffer::InitLightmap(FLevelLocals *Level)
glGenTextures(1, (GLuint*)&GLRenderer->mLightMapID);
glBindTexture(GL_TEXTURE_2D_ARRAY, GLRenderer->mLightMapID);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB16F, Level->LMTextureSize, Level->LMTextureSize, Level->LMTextureCount, 0, GL_RGB, GL_HALF_FLOAT, &Level->LMTextureData[0]);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB16F, LMTextureSize, LMTextureSize, LMTextureCount, 0, GL_RGB, GL_HALF_FLOAT, &LMTextureData[0]);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
glActiveTexture(activeTex);
Level->LMTextureData.Reset(); // We no longer need this, release the memory
LMTextureData.Reset(); // We no longer need this, release the memory
}
}