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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@ -77,8 +77,8 @@ ADD_STAT(lightmap)
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int indexBufferUsed = levelMesh->FreeLists.Index.GetUsedSize();
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out.Format(
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"Surfaces: %u (awaiting updates: %u static, %u dynamic)\n"
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"Surface pixel area to update: %u static, %u dynamic\n"
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"Surfaces: %u (awaiting updates: %u)\n"
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"Surface pixel area to update: %u\n"
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"Surface pixel area: %u\nAtlas pixel area: %u\n"
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"Atlas efficiency: %.4f%%\n"
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"Dynamic BLAS time: %2.3f ms\n"
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@ -86,8 +86,8 @@ ADD_STAT(lightmap)
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"Level mesh index buffer: %d K used (%d%%)\n"
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"Lightmap tiles in use: %d\n"
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"Lightmap texture count: %d",
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stats.tiles.total, stats.tiles.dirty, stats.tiles.dirtyDynamic,
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stats.pixels.dirty, stats.pixels.dirtyDynamic,
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stats.tiles.total, stats.tiles.dirty,
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stats.pixels.dirty,
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stats.pixels.total,
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atlasPixelCount,
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float(stats.pixels.total) / float(atlasPixelCount) * 100.0f,
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@ -159,7 +159,6 @@ void DoomLevelMesh::PrintSurfaceInfo(const LevelMeshSurface* surface)
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Printf(" Pixels: %dx%d (area: %d)\n", tile->AtlasLocation.Width, tile->AtlasLocation.Height, tile->AtlasLocation.Area());
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Printf(" Sample dimension: %d\n", tile->SampleDimension);
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Printf(" Needs update?: %d\n", tile->NeedsUpdate);
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Printf(" Always update?: %d\n", tile->AlwaysUpdate);
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}
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Printf(" Sector group: %d\n", surface->SectorGroup);
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Printf(" Texture: '%s'\n", gameTexture ? gameTexture->GetName().GetChars() : "<nullptr>");
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@ -1239,7 +1238,6 @@ int DoomLevelMesh::AddSurfaceToTile(const DoomSurfaceInfo& info, const LevelMesh
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tile.Bounds.max.X = std::max(tile.Bounds.max.X, surf.Bounds.max.X);
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tile.Bounds.max.Y = std::max(tile.Bounds.max.Y, surf.Bounds.max.Y);
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tile.Bounds.max.Z = std::max(tile.Bounds.max.Z, surf.Bounds.max.Z);
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tile.AlwaysUpdate = max<uint8_t>(tile.AlwaysUpdate, alwaysUpdate);
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tile.UseCount++;
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return index;
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@ -1251,7 +1249,6 @@ int DoomLevelMesh::AddSurfaceToTile(const DoomSurfaceInfo& info, const LevelMesh
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tile.Bounds = surf.Bounds;
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tile.Plane = surf.Plane;
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tile.SampleDimension = GetSampleDimension(sampleDimension);
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tile.AlwaysUpdate = alwaysUpdate;
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tile.UseCount = 1;
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int index = AllocTile(tile);
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