Fix misc bugs related to the dynamic lightmap and polybsp lines in the lightmapper
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7 changed files with 143 additions and 88 deletions
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@ -2994,6 +2994,35 @@ void MapLoader::InitLevelMesh(MapData* map)
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Level->levelMesh->PackLightmapAtlas();
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}
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// Allocate room for lightmap arrays on sectors, sides and their 3D floors
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unsigned int allSurfaces = 0;
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for (unsigned int i = 0; i < Level->sides.Size(); i++)
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allSurfaces += 4 + Level->sides[i].sector->e->XFloor.ffloors.Size();
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for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
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allSurfaces += 2 + Level->subsectors[i].sector->e->XFloor.ffloors.Size() * 2;
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Level->LMSurfaces.Resize(allSurfaces);
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memset(Level->LMSurfaces.Data(), 0, sizeof(DoomLevelMeshSurface*) * allSurfaces);
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unsigned int offset = 0;
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for (unsigned int i = 0; i < Level->sides.Size(); i++)
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{
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auto& side = Level->sides[i];
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side.lightmap = &Level->LMSurfaces[offset];
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offset += 4 + side.sector->e->XFloor.ffloors.Size();
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}
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for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
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{
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auto& subsector = Level->subsectors[i];
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unsigned int count = 1 + subsector.sector->e->XFloor.ffloors.Size();
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subsector.lightmap[0] = &Level->LMSurfaces[offset];
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subsector.lightmap[1] = &Level->LMSurfaces[offset + count];
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offset += count * 2;
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}
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Level->levelMesh->BindLightmapSurfacesToGeometry(*Level);
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}
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else
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