Visible surfaces are gathered in processing (gathering) render phase and lightmaps drawn before rendering
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139ce34535
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d96d1aeffc
4 changed files with 61 additions and 59 deletions
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@ -51,7 +51,6 @@
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#include "hwrenderer/scene/hw_drawcontext.h"
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#include "hw_vrmodes.h"
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EXTERN_CVAR(Int, lm_background_updates);
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EXTERN_CVAR(Bool, cl_capfps)
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extern bool NoInterpolateView;
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@ -97,34 +96,6 @@ void CollectLights(FLevelLocals* Level)
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}
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}
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void UpdateLightmaps(DFrameBuffer* screen, FRenderState& RenderState)
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{
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// Lightmapping stuff
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auto& list = RenderState.GetVisibleSurfaceList();
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auto size = RenderState.GetVisibleSurfaceListCount();
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list.Resize(min(list.Size(), unsigned(size)));
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if (size < lm_background_updates)
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{
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int index = 0;
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for (auto& e : level.levelMesh->Surfaces)
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{
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if (e.needsUpdate)
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{
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list.Push(index);
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if (list.Size() >= lm_background_updates)
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break;
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}
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++index;
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}
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}
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screen->UpdateLightmaps(list);
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}
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//-----------------------------------------------------------------------------
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//
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// Renders one viewpoint in a scene
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@ -152,7 +123,6 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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screen->mShadowMap->SetCollectLights(nullptr);
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}
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RenderState.ClearVisibleSurfaceList();
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screen->SetLevelMesh(camera->Level->levelMesh);
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static HWDrawContext mainthread_drawctx;
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@ -226,8 +196,6 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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screen->NextEye(eyeCount);
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}
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UpdateLightmaps(screen, RenderState);
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return mainvp.sector;
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}
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