Perform the copy from the atlas resolve image to the lightmap texture on the GPU
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4 changed files with 32 additions and 100 deletions
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@ -62,7 +62,6 @@
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#include <zvulkan/vulkancompatibledevice.h>
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#include "engineerrors.h"
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#include "c_dispatch.h"
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#include "accelstructs/halffloat.h"
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FString JitCaptureStackTrace(int framesToSkip, bool includeNativeFrames, int maxFrames = -1);
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@ -539,51 +538,8 @@ void VulkanRenderDevice::SetLevelMesh(LevelMesh* mesh)
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{
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lastMesh = mesh;
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#if 0 // To do: GetLightmap()->Raytrace should output directly to the lightmap texture instead of forcing us to download it to the CPU first
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GetTextureManager()->CreateLightmap(mesh->LMTextureSize, mesh->LMTextureCount);
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GetCommands()->WaitForCommands(false);
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GetLightmap()->Raytrace(mesh);
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#else // Temporary version using the old zdray Raytracer code as-is
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Printf("Running VkLightmap.\n");
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GetLightmap()->Raytrace(mesh);
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Printf("Copying data.\n");
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// TODO refactor
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auto clamp = [](float a, float min, float max) -> float { return a < min ? min : a > max ? max : a; };
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TArray<uint16_t> LMTextureData;
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LMTextureData.Resize(mesh->LMTextureSize * mesh->LMTextureSize * mesh->LMTextureCount * 3);
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for (int i = 0, count = mesh->GetSurfaceCount(); i < count; i++)
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{
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LevelMeshSurface* surface = mesh->GetSurface(i);
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uint16_t* currentTexture = LMTextureData.Data() + (mesh->LMTextureSize * mesh->LMTextureSize * 3) * surface->atlasPageIndex;
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FVector3* colorSamples = surface->texPixels.data();
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// store results to lightmap texture
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for (int i = 0; i < surface->texHeight; i++)
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{
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for (int j = 0; j < surface->texWidth; j++)
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{
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// get texture offset
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int offs = ((mesh->LMTextureSize * (i + surface->atlasY)) + surface->atlasX) * 3;
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// convert RGB to bytes
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currentTexture[offs + j * 3 + 0] = floatToHalf(clamp(colorSamples[i * surface->texWidth + j].X, 0.0f, 65000.0f));
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currentTexture[offs + j * 3 + 1] = floatToHalf(clamp(colorSamples[i * surface->texWidth + j].Y, 0.0f, 65000.0f));
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currentTexture[offs + j * 3 + 2] = floatToHalf(clamp(colorSamples[i * surface->texWidth + j].Z, 0.0f, 65000.0f));
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}
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}
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}
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GetTextureManager()->SetLightmap(mesh->LMTextureSize, mesh->LMTextureCount, LMTextureData);
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#endif
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}
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}
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