Make LevelMeshUpdater responsible for updating the tiles (playsim tells the mesh updater, the level mesh tells the tiles)
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11 changed files with 45 additions and 117 deletions
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@ -94,22 +94,23 @@ void VkLightmapper::Raytrace(const TArray<LightmapTile*>& tiles)
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lightmapRaytraceLast.active = true;
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lightmapRaytraceLast.ResetAndClock();
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fb->GetCommands()->PushGroup(fb->GetCommands()->GetTransferCommands(), "lightmap.total");
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UploadUniforms();
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SelectTiles(tiles);
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if (selectedTiles.Size() > 0)
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while (true)
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{
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fb->GetCommands()->PushGroup(fb->GetCommands()->GetTransferCommands(), "lightmap.total");
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SelectTiles(tiles);
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if (selectedTiles.Size() == 0)
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break;
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UploadUniforms();
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Render();
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Resolve();
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if (lm_blur)
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Blur();
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CopyResult();
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fb->GetCommands()->PopGroup(fb->GetCommands()->GetTransferCommands());
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}
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fb->GetCommands()->PopGroup(fb->GetCommands()->GetTransferCommands());
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lightmapRaytraceLast.Unclock();
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}
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}
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