Add lm_bounce and lm_ao to ZDRayInfo
Make vktool ignore the existing lightmap lump Ignore the lightmapper cvars in vktool
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df125c3916
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d8d1742d0a
7 changed files with 34 additions and 10 deletions
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@ -26,9 +26,9 @@ CVAR(Int, lm_max_updates, 128, CVAR_NOSAVE);
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CVAR(Float, lm_scale, 1.0, CVAR_NOSAVE);
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CVAR(Bool, lm_sunlight, true, CVAR_ARCHIVE);
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CVAR(Bool, lm_blur, true, CVAR_ARCHIVE);
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CVAR(Bool, lm_ao, false, CVAR_NOSAVE);
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CVAR(Bool, lm_ao, true, CVAR_ARCHIVE);
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CVAR(Bool, lm_softshadows, true, CVAR_ARCHIVE);
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CVAR(Bool, lm_bounce, false, CVAR_NOSAVE);
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CVAR(Bool, lm_bounce, true, CVAR_ARCHIVE);
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CVAR(Bool, lm_dynamic, true, CVAR_ARCHIVE);
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VkLightmapper::VkLightmapper(VulkanRenderDevice* fb) : fb(fb)
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@ -592,14 +592,20 @@ void VkLightmapper::CreateShaders()
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int VkLightmapper::GetRaytracePipelineIndex()
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{
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// When running as the baking tool we don't care about the CVAR or hardware preferences and only want to act on what the map specified.
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bool userSoftshadows = RunningAsTool || (lm_softshadows && useRayQuery);
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bool userAO = RunningAsTool || (lm_ao && useRayQuery);
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bool userSunlight = RunningAsTool || lm_sunlight;
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bool userBounce = RunningAsTool || lm_bounce;
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int index = 0;
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if (lm_softshadows && useRayQuery)
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if (userSoftshadows)
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index |= 1;
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if (lm_ao && useRayQuery)
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if (mesh->AmbientOcclusion && userAO)
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index |= 2;
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if (lm_sunlight && mesh->SunColor != FVector3(0.0f, 0.0f, 0.0f))
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if (mesh->SunColor != FVector3(0.0f, 0.0f, 0.0f) && userSunlight)
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index |= 4;
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if (lm_bounce)
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if (mesh->LightBounce && userBounce)
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index |= 8;
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return index;
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}
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