Initialize lightmap texture in SetLevelMesh
Create VkLightmap class on VulkanRenderDevice
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15 changed files with 125 additions and 200 deletions
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@ -399,9 +399,9 @@ void D_Render(std::function<void()> action, bool interpolate)
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for (auto Level : AllLevels())
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{
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// Check for the presence of dynamic lights at the start of the frame once.
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if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4) || Level->LMTextureCount > 0)
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if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4) || Level->lightmaps)
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{
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Level->HasDynamicLights = Level->lights || Level->LMTextureCount > 0;
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Level->HasDynamicLights = Level->lights || Level->lightmaps;
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}
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else Level->HasDynamicLights = false; // lights are off so effectively we have none.
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if (interpolate) Level->interpolator.DoInterpolations(I_GetTimeFrac());
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