Split level mesh surface from lightmap tiles as we have multiple surfaces per tile

This commit is contained in:
Magnus Norddahl 2023-12-17 14:17:22 +01:00
commit 48b6a7ec46
19 changed files with 446 additions and 597 deletions

View file

@ -553,9 +553,9 @@ void VulkanRenderDevice::SetLevelMesh(LevelMesh* mesh)
levelMeshChanged = true;
}
void VulkanRenderDevice::UpdateLightmaps(const TArray<LevelMeshSurface*>& surfaces)
void VulkanRenderDevice::UpdateLightmaps(const TArray<LightmapTile*>& tiles)
{
GetLightmapper()->Raytrace(surfaces);
GetLightmapper()->Raytrace(tiles);
}
void VulkanRenderDevice::SetShadowMaps(const TArray<float>& lights, hwrenderer::LevelAABBTree* tree, bool newTree)