Add lm_bounce and lm_ao to ZDRayInfo

Make vktool ignore the existing lightmap lump
Ignore the lightmapper cvars in vktool
This commit is contained in:
Magnus Norddahl 2025-01-19 15:34:39 +01:00
commit d8d1742d0a
7 changed files with 34 additions and 10 deletions

View file

@ -2964,7 +2964,7 @@ void MapLoader::InitLevelMesh(MapData* map)
}
}
if (map->Size(ML_LIGHTMAP))
if (map->Size(ML_LIGHTMAP) && !RunningAsTool)
{
// Arbitrary ZDRay limit. This will break lightmap lump loading if not enforced.
Level->LightmapSampleDistance = std::clamp((int)Level->LightmapSampleDistance, LIGHTMAP_GLOBAL_SAMPLE_DISTANCE_MIN, LIGHTMAP_GLOBAL_SAMPLE_DISTANCE_MAX);
@ -3025,7 +3025,7 @@ void MapLoader::InitLevelMesh(MapData* map)
bool MapLoader::LoadLightmap(MapData* map)
{
if (!Level->lightmaps || !map->Size(ML_LIGHTMAP) || ignorelightmaplump)
if (RunningAsTool || !Level->lightmaps || !map->Size(ML_LIGHTMAP) || ignorelightmaplump)
return false;
FileReader fr;
@ -3205,6 +3205,8 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
Level->SunIntensity = gameinfo.defaultSunIntensity;
Level->LightmapSampleDistance = gameinfo.defaultLightmapSampleDistance;
Level->lightmaps = gameinfo.forceEnableLightmaps;
Level->LightBounce = true;
Level->AmbientOcclusion = true;
// note: most of this ordering is important
ForceNodeBuild = gennodes;