Replace the savelightmap and deletelightmap ccmds with vktool
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5879c0dc79
commit
6ba2cff8cb
2 changed files with 30 additions and 16 deletions
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@ -110,8 +110,36 @@ LightmapDeleteCmdlet::LightmapDeleteCmdlet()
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void LightmapDeleteCmdlet::OnCommand(FArgs args)
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{
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RunInGame([]() {
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Printf("Deleting LIGHTMAP lump!\n");
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// Pretty lame that we have to load the map here, but cba to figure out how to deal with map loading outside the engine...
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RunInGame([&]() {
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FString mapname;
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if (args.NumArgs() > 0 && args.GetArg(0)[0] != '-')
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mapname = args.GetArg(0);
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else
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mapname = "map01";
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G_SetMap(mapname.GetChars(), 0);
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for (int i = 0; i < 100; i++)
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{
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D_SingleTick();
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if (gameaction == ga_nothing)
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break;
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}
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if (!level.levelMesh)
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{
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Printf("No level mesh. Perhaps your level has no lightmap loaded?\n");
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return;
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}
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if (!level.lightmaps)
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{
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Printf("Lightmap is not enabled in this level.\n");
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}
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level.levelMesh->DeleteLightmapLump(level);
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});
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}
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@ -127,20 +127,6 @@ CCMD(invalidatelightmap)
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Printf("Marked %d out of %d tiles for update.\n", count, level.levelMesh->Lightmap.Tiles.Size());
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}
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CCMD(savelightmap)
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{
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if (!RequireLightmap()) return;
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level.levelMesh->SaveLightmapLump(level);
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}
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CCMD(deletelightmap)
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{
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if (!RequireLightmap()) return;
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level.levelMesh->DeleteLightmapLump(level);
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}
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CCMD(cpublasinfo)
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{
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if (!level.levelMesh || !level.levelMesh->Collision)
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