Group lightmap variables and put polyobj walls in a dynamic lightmap atlas
This commit is contained in:
parent
c866937262
commit
dfbef085e6
10 changed files with 149 additions and 129 deletions
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@ -129,7 +129,7 @@ LevelMeshSurface* LevelMesh::Trace(const FVector3& start, FVector3 direction, fl
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LevelMeshTileStats LevelMesh::GatherTilePixelStats()
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{
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LevelMeshTileStats stats;
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for (const LightmapTile& tile : LightmapTiles)
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for (const LightmapTile& tile : Lightmap.Tiles)
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{
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auto area = tile.AtlasLocation.Area();
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@ -141,7 +141,7 @@ LevelMeshTileStats LevelMesh::GatherTilePixelStats()
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stats.pixels.dirty += area;
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}
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}
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stats.tiles.total += LightmapTiles.Size();
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stats.tiles.total += Lightmap.Tiles.Size();
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return stats;
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}
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@ -152,40 +152,36 @@ struct LevelMeshPlaneGroup
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std::vector<LevelMeshSurface*> surfaces;
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};
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void LevelMesh::SetupTileTransforms()
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void LevelMesh::PackStaticLightmapAtlas()
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{
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for (auto& tile : LightmapTiles)
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{
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tile.SetupTileTransform(LMTextureSize);
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}
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}
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Lightmap.StaticAtlasPacked = true;
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Lightmap.DynamicTilesStart = Lightmap.Tiles.Size();
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void LevelMesh::PackLightmapAtlas(int lightmapStartIndex)
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{
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LMAtlasPacked = true;
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for (auto& tile : Lightmap.Tiles)
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{
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if (tile.NeedsUpdate) // false for tiles loaded from lump
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tile.SetupTileTransform(Lightmap.TextureSize);
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}
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std::vector<LightmapTile*> sortedTiles;
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sortedTiles.reserve(LightmapTiles.Size());
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for (auto& tile : LightmapTiles)
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{
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sortedTiles.reserve(Lightmap.Tiles.Size());
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for (auto& tile : Lightmap.Tiles)
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sortedTiles.push_back(&tile);
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}
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std::sort(sortedTiles.begin(), sortedTiles.end(), [](LightmapTile* a, LightmapTile* b) { return a->AtlasLocation.Height != b->AtlasLocation.Height ? a->AtlasLocation.Height > b->AtlasLocation.Height : a->AtlasLocation.Width > b->AtlasLocation.Width; });
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// We do not need to add spacing here as this is already built into the tile size itself.
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RectPacker packer(LMTextureSize, LMTextureSize, RectPacker::Spacing(0), RectPacker::Padding(0));
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RectPacker packer(Lightmap.TextureSize, Lightmap.TextureSize, RectPacker::Spacing(0), RectPacker::Padding(0));
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for (LightmapTile* tile : sortedTiles)
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{
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auto result = packer.insert(tile->AtlasLocation.Width, tile->AtlasLocation.Height);
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tile->AtlasLocation.X = result.pos.x;
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tile->AtlasLocation.Y = result.pos.y;
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tile->AtlasLocation.ArrayIndex = lightmapStartIndex + (int)result.pageIndex;
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tile->AtlasLocation.ArrayIndex = (int)result.pageIndex;
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}
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LMTextureCount = (int)packer.getNumPages();
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Lightmap.TextureCount = (int)packer.getNumPages();
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// Calculate final texture coordinates
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for (int i = 0, count = Mesh.Surfaces.Size(); i < count; i++)
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@ -193,61 +189,67 @@ void LevelMesh::PackLightmapAtlas(int lightmapStartIndex)
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auto surface = &Mesh.Surfaces[i];
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if (surface->LightmapTileIndex >= 0)
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{
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const LightmapTile& tile = LightmapTiles[surface->LightmapTileIndex];
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const LightmapTile& tile = Lightmap.Tiles[surface->LightmapTileIndex];
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for (int i = 0; i < surface->MeshLocation.NumVerts; i++)
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{
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auto& vertex = Mesh.Vertices[surface->MeshLocation.StartVertIndex + i];
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FVector2 uv = tile.ToUV(vertex.fPos(), (float)LMTextureSize);
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FVector2 uv = tile.ToUV(vertex.fPos(), (float)Lightmap.TextureSize);
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vertex.lu = uv.X;
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vertex.lv = uv.Y;
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vertex.lindex = (float)tile.AtlasLocation.ArrayIndex;
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}
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}
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}
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}
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#if 0 // Debug atlas tile locations:
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float colors[30] =
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void LevelMesh::ClearDynamicLightmapAtlas()
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{
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for (int surfIndex : Lightmap.DynamicSurfaces)
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{
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 1.0f,
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1.0f, 0.0f, 1.0f,
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0.5f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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0.0f, 0.5f, 0.5f,
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0.5f, 0.0f, 0.5f
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};
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LMTextureData.Resize(LMTextureSize * LMTextureSize * LMTextureCount * 3);
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uint16_t* pixels = LMTextureData.Data();
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for (LightmapTile& tile : LightmapTiles)
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Mesh.Surfaces[surfIndex].LightmapTileIndex = -1;
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}
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Lightmap.DynamicSurfaces.Clear();
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Lightmap.Tiles.Resize(Lightmap.DynamicTilesStart);
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}
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void LevelMesh::PackDynamicLightmapAtlas()
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{
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std::vector<LightmapTile*> sortedTiles;
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sortedTiles.reserve(Lightmap.Tiles.Size() - Lightmap.DynamicTilesStart);
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for (unsigned int i = Lightmap.DynamicTilesStart; i < Lightmap.Tiles.Size(); i++)
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{
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tile.NeedsUpdate = false;
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Lightmap.Tiles[i].SetupTileTransform(Lightmap.TextureSize);
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sortedTiles.push_back(&Lightmap.Tiles[i]);
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}
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int index = tile.Binding.TypeIndex;
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float* color = colors + (index % 10) * 3;
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std::sort(sortedTiles.begin(), sortedTiles.end(), [](LightmapTile* a, LightmapTile* b) { return a->AtlasLocation.Height != b->AtlasLocation.Height ? a->AtlasLocation.Height > b->AtlasLocation.Height : a->AtlasLocation.Width > b->AtlasLocation.Width; });
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int x = tile.AtlasLocation.X;
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int y = tile.AtlasLocation.Y;
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int w = tile.AtlasLocation.Width;
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int h = tile.AtlasLocation.Height;
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for (int yy = y; yy < y + h; yy++)
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// We do not need to add spacing here as this is already built into the tile size itself.
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RectPacker packer(Lightmap.TextureSize, Lightmap.TextureSize, RectPacker::Spacing(0), RectPacker::Padding(0));
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for (LightmapTile* tile : sortedTiles)
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{
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auto result = packer.insert(tile->AtlasLocation.Width, tile->AtlasLocation.Height);
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tile->AtlasLocation.X = result.pos.x;
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tile->AtlasLocation.Y = result.pos.y;
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tile->AtlasLocation.ArrayIndex = Lightmap.TextureCount; // (int)result.pageIndex;
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}
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for (int surfIndex : Lightmap.DynamicSurfaces)
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{
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auto surface = &Mesh.Surfaces[surfIndex];
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if (surface->LightmapTileIndex >= 0)
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{
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uint16_t* line = pixels + tile.AtlasLocation.ArrayIndex * LMTextureSize * LMTextureSize + yy * LMTextureSize * 3;
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for (int xx = x; xx < x + w; xx++)
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const LightmapTile& tile = Lightmap.Tiles[surface->LightmapTileIndex];
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for (int i = 0; i < surface->MeshLocation.NumVerts; i++)
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{
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float gray = (yy - y) / (float)h;
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line[xx * 3] = floatToHalf(color[0] * gray);
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line[xx * 3 + 1] = floatToHalf(color[1] * gray);
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line[xx * 3 + 2] = floatToHalf(color[2] * gray);
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auto& vertex = Mesh.Vertices[surface->MeshLocation.StartVertIndex + i];
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FVector2 uv = tile.ToUV(vertex.fPos(), (float)Lightmap.TextureSize);
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vertex.lu = uv.X;
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vertex.lv = uv.Y;
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vertex.lindex = (float)tile.AtlasLocation.ArrayIndex;
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}
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}
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}
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for (int i = 0, count = GetSurfaceCount(); i < count; i++)
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{
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auto surface = GetSurface(i);
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surface->AlwaysUpdate = false;
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}
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#endif
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}
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@ -142,7 +142,7 @@ public:
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// Indexes sorted by pipeline
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TArray<uint32_t> DrawIndexes;
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// GPU buffer size for collision nodes
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// Acceleration structure nodes for when the GPU doesn't support rayquery
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TArray<CollisionNode> Nodes;
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int RootNode = 0;
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} Mesh;
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@ -183,20 +183,23 @@ public:
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// Draw index ranges for rendering the level mesh, grouped by pipeline
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std::unordered_map<int, TArray<MeshBufferRange>> DrawList[(int)LevelMeshDrawType::NumDrawTypes];
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// Lightmap atlas
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int LMTextureCount = 0;
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int LMTextureSize = 1024;
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TArray<uint16_t> LMTextureData;
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// Lightmap tiles and their locations in the texture atlas
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struct
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{
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int TextureCount = 0;
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int TextureSize = 1024;
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TArray<uint16_t> TextureData;
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uint16_t SampleDistance = 8;
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TArray<LightmapTile> Tiles;
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bool StaticAtlasPacked = false;
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int DynamicTilesStart = 0;
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TArray<int> DynamicSurfaces;
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} Lightmap;
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uint16_t LightmapSampleDistance = 8;
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TArray<LightmapTile> LightmapTiles;
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bool LMAtlasPacked = false; // Tile sizes can't be changed anymore
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uint32_t AtlasPixelCount() const { return uint32_t(LMTextureCount * LMTextureSize * LMTextureSize); }
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void SetupTileTransforms();
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void PackLightmapAtlas(int lightmapStartIndex);
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uint32_t AtlasPixelCount() const { return uint32_t(Lightmap.TextureCount * Lightmap.TextureSize * Lightmap.TextureSize); }
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void PackStaticLightmapAtlas();
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void ClearDynamicLightmapAtlas();
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void PackDynamicLightmapAtlas();
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void AddEmptyMesh();
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@ -522,9 +522,9 @@ void VulkanRenderDevice::BeginFrame()
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levelMeshChanged = false;
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mLevelMesh->SetLevelMesh(levelMesh);
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if (levelMesh && levelMesh->LMTextureCount > 0)
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if (levelMesh && levelMesh->Lightmap.TextureCount > 0)
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{
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GetTextureManager()->CreateLightmap(levelMesh->LMTextureSize, levelMesh->LMTextureCount, std::move(levelMesh->LMTextureData));
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GetTextureManager()->CreateLightmap(levelMesh->Lightmap.TextureSize, levelMesh->Lightmap.TextureCount, std::move(levelMesh->Lightmap.TextureData));
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GetLightmapper()->SetLevelMesh(levelMesh);
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}
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}
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@ -3018,8 +3018,7 @@ void MapLoader::InitLevelMesh(MapData* map)
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{
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if (Level->lightmaps)
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{
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Level->levelMesh->SetupTileTransforms();
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Level->levelMesh->PackLightmapAtlas(0);
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Level->levelMesh->PackStaticLightmapAtlas();
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}
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}
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}
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@ -3101,11 +3100,11 @@ bool MapLoader::LoadLightmap(MapData* map)
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uint8_t* data = (uint8_t*)&textureData[0];
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fr.Read(data, numTexPixels * 3 * sizeof(uint16_t));
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const auto textureSize = Level->levelMesh->LMTextureSize;
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const auto textureSize = Level->levelMesh->Lightmap.TextureSize;
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// Create lookup for finding tiles
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std::map<LightmapTileBinding, LightmapTile*> levelTiles;
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for (LightmapTile& tile : Level->levelMesh->LightmapTiles)
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for (LightmapTile& tile : Level->levelMesh->Lightmap.Tiles)
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{
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levelTiles[tile.Binding] = &tile;
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}
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@ -3147,19 +3146,12 @@ bool MapLoader::LoadLightmap(MapData* map)
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foundBindings.Push({ &entry, tile });
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}
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// Setup the tile transform for any tile missing in the lump (shouldn't be any, but if there are we let the lightmapper bake them)
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for (auto& tile : Level->levelMesh->LightmapTiles)
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{
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if (tile.NeedsUpdate)
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tile.SetupTileTransform(Level->levelMesh->LMTextureSize);
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}
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// Place all tiles in atlas textures
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Level->levelMesh->PackLightmapAtlas(0);
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Level->levelMesh->PackStaticLightmapAtlas();
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// Start with empty lightmap textures
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Level->levelMesh->LMTextureData.Resize(Level->levelMesh->LMTextureCount * textureSize * textureSize * 3);
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memset(Level->levelMesh->LMTextureData.Data(), 0, Level->levelMesh->LMTextureData.Size() * sizeof(uint16_t));
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Level->levelMesh->Lightmap.TextureData.Resize(Level->levelMesh->Lightmap.TextureCount * textureSize * textureSize * 3);
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memset(Level->levelMesh->Lightmap.TextureData.Data(), 0, Level->levelMesh->Lightmap.TextureData.Size() * sizeof(uint16_t));
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// Copy tile pixels to the texture
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for (auto& binding : foundBindings)
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@ -3168,7 +3160,7 @@ bool MapLoader::LoadLightmap(MapData* map)
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LightmapTile* tile = binding.second;
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const uint16_t* src = textureData.Data() + entry->pixelsOffset;
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uint16_t* dst = &Level->levelMesh->LMTextureData[tile->AtlasLocation.ArrayIndex * textureSize * textureSize * 3];
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uint16_t* dst = &Level->levelMesh->Lightmap.TextureData[tile->AtlasLocation.ArrayIndex * textureSize * textureSize * 3];
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int destx = tile->AtlasLocation.X;
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int desty = tile->AtlasLocation.Y;
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int width = tile->AtlasLocation.Width;
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@ -85,13 +85,13 @@ CCMD(invalidatelightmap)
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if (!RequireLightmap()) return;
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int count = 0;
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for (auto& tile : level.levelMesh->LightmapTiles)
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for (auto& tile : level.levelMesh->Lightmap.Tiles)
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{
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if (!tile.NeedsUpdate)
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++count;
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tile.NeedsUpdate = true;
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}
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Printf("Marked %d out of %d tiles for update.\n", count, level.levelMesh->LightmapTiles.Size());
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Printf("Marked %d out of %d tiles for update.\n", count, level.levelMesh->Lightmap.Tiles.Size());
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}
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CCMD(savelightmap)
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@ -120,7 +120,7 @@ void DoomLevelMesh::PrintSurfaceInfo(const LevelMeshSurface* surface)
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Printf("Surface %d (%p)\n Type: %d, TypeIndex: %d, ControlSector: %d\n", surfaceIndex, surface, info.Type, info.TypeIndex, info.ControlSector ? info.ControlSector->Index() : -1);
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if (surface->LightmapTileIndex >= 0)
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{
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LightmapTile* tile = &LightmapTiles[surface->LightmapTileIndex];
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LightmapTile* tile = &Lightmap.Tiles[surface->LightmapTileIndex];
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Printf(" Atlas page: %d, x:%d, y:%d\n", tile->AtlasLocation.ArrayIndex, tile->AtlasLocation.X, tile->AtlasLocation.Y);
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Printf(" Pixels: %dx%d (area: %d)\n", tile->AtlasLocation.Width, tile->AtlasLocation.Height, tile->AtlasLocation.Area());
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Printf(" Sample dimension: %d\n", tile->SampleDimension);
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@ -181,7 +181,7 @@ DoomLevelMesh::DoomLevelMesh(FLevelLocals& doomMap)
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SunColor = doomMap.SunColor; // TODO keep only one copy?
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SunDirection = doomMap.SunDirection;
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LightmapSampleDistance = doomMap.LightmapSampleDistance;
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Lightmap.SampleDistance = doomMap.LightmapSampleDistance;
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// HWWall and HWFlat still looks at r_viewpoint when doing calculations,
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// but we aren't rendering a specific viewpoint when this function gets called
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@ -254,7 +254,8 @@ void DoomLevelMesh::BeginFrame(FLevelLocals& doomMap)
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r_viewpoint.extralight = 0;
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r_viewpoint.camera = nullptr;
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// To do: we don't need to always do this. UpdateLevelMesh should tell us when polyobjs move.
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ClearDynamicLightmapAtlas();
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for (side_t* side : PolySides)
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{
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UpdateSide(side->Index(), SurfaceUpdateType::Full);
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@ -288,8 +289,8 @@ void DoomLevelMesh::BeginFrame(FLevelLocals& doomMap)
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}
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FlatUpdateList.Clear();
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PackDynamicLightmapAtlas();
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UpdateWallPortals();
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UploadDynLights(doomMap);
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Collision->Update();
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@ -1020,10 +1021,32 @@ void DoomLevelMesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, Mesh
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sinfo.Surface->PortalIndex = (drawType == LevelMeshDrawType::Portal) ? linePortals[side->linedef->Index()] : 0;
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sinfo.Surface->IsSky = (drawType == LevelMeshDrawType::Portal) ? (wallpart.portaltype == PORTALTYPE_SKY || wallpart.portaltype == PORTALTYPE_SKYBOX || wallpart.portaltype == PORTALTYPE_HORIZON) : false;
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sinfo.Surface->Bounds = GetBoundsFromSurface(*sinfo.Surface);
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sinfo.Surface->LightmapTileIndex = disp.Level->lightmaps ? AddSurfaceToTile(info, *sinfo.Surface, sampleDimension, !!(side->sector->Flags & SECF_LM_DYNAMIC)) : -1;
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sinfo.Surface->LightList.Pos = lightlist.Start;
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sinfo.Surface->LightList.Count = lightlist.Count;
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if (side->Flags & WALLF_POLYOBJ) // Polyobjects gets a new tile every frame
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{
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LightmapTileBinding binding;
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binding.Type = info.Type;
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binding.TypeIndex = info.TypeIndex;
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binding.ControlSector = info.ControlSector ? info.ControlSector->Index() : (int)0xffffffffUL;
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LightmapTile tile;
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tile.Binding = binding;
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tile.Bounds = sinfo.Surface->Bounds;
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tile.Plane = sinfo.Surface->Plane;
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tile.SampleDimension = GetSampleDimension(sampleDimension);
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tile.AlwaysUpdate = true;
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sinfo.Surface->LightmapTileIndex = Lightmap.Tiles.Size();
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Lightmap.Tiles.Push(tile);
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Lightmap.DynamicSurfaces.Push(sinfo.Index);
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}
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else
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{
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sinfo.Surface->LightmapTileIndex = disp.Level->lightmaps ? AddSurfaceToTile(info, *sinfo.Surface, sampleDimension, !!(side->sector->Flags & SECF_LM_DYNAMIC)) : -1;
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}
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SetSideLightmap(sinfo.Index);
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for (int i = ginfo.IndexStart / 3, end = (ginfo.IndexStart + ginfo.IndexCount) / 3; i < end; i++)
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@ -1129,9 +1152,9 @@ int DoomLevelMesh::AddSurfaceToTile(const DoomSurfaceInfo& info, const LevelMesh
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{
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int index = it->second;
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if (!LMAtlasPacked)
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if (!Lightmap.StaticAtlasPacked)
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{
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LightmapTile& tile = LightmapTiles[index];
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LightmapTile& tile = Lightmap.Tiles[index];
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tile.Bounds.min.X = std::min(tile.Bounds.min.X, surf.Bounds.min.X);
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||||
tile.Bounds.min.Y = std::min(tile.Bounds.min.Y, surf.Bounds.min.Y);
|
||||
tile.Bounds.min.Z = std::min(tile.Bounds.min.Z, surf.Bounds.min.Z);
|
||||
|
|
@ -1145,10 +1168,10 @@ int DoomLevelMesh::AddSurfaceToTile(const DoomSurfaceInfo& info, const LevelMesh
|
|||
}
|
||||
else
|
||||
{
|
||||
if (LMAtlasPacked)
|
||||
if (Lightmap.StaticAtlasPacked)
|
||||
return -1;
|
||||
|
||||
int index = LightmapTiles.Size();
|
||||
int index = Lightmap.Tiles.Size();
|
||||
|
||||
LightmapTile tile;
|
||||
tile.Binding = binding;
|
||||
|
|
@ -1157,7 +1180,7 @@ int DoomLevelMesh::AddSurfaceToTile(const DoomSurfaceInfo& info, const LevelMesh
|
|||
tile.SampleDimension = GetSampleDimension(sampleDimension);
|
||||
tile.AlwaysUpdate = alwaysUpdate;
|
||||
|
||||
LightmapTiles.Push(tile);
|
||||
Lightmap.Tiles.Push(tile);
|
||||
bindings[binding] = index;
|
||||
return index;
|
||||
}
|
||||
|
|
@ -1167,7 +1190,7 @@ int DoomLevelMesh::GetSampleDimension(uint16_t sampleDimension)
|
|||
{
|
||||
if (sampleDimension <= 0)
|
||||
{
|
||||
sampleDimension = LightmapSampleDistance;
|
||||
sampleDimension = Lightmap.SampleDistance;
|
||||
}
|
||||
|
||||
sampleDimension = uint16_t(max(int(roundf(float(sampleDimension) / max(1.0f / 4, float(lm_scale)))), 1));
|
||||
|
|
@ -1569,7 +1592,7 @@ void DoomLevelMesh::DumpMesh(const FString& objFilename, const FString& mtlFilen
|
|||
|
||||
if (surface.LightmapTileIndex >= 0)
|
||||
{
|
||||
auto& tile = LightmapTiles[surface.LightmapTileIndex];
|
||||
auto& tile = Lightmap.Tiles[surface.LightmapTileIndex];
|
||||
fprintf(f, "usemtl lightmap%d\n", tile.AtlasLocation.ArrayIndex);
|
||||
|
||||
if (tile.AtlasLocation.ArrayIndex > highestUsedAtlasPage)
|
||||
|
|
@ -1960,19 +1983,19 @@ void DoomLevelMesh::SaveLightmapLump(FLevelLocals& doomMap)
|
|||
};
|
||||
*/
|
||||
|
||||
LMTextureData.Resize(LMTextureSize * LMTextureSize * LMTextureCount * 4);
|
||||
for (int arrayIndex = 0; arrayIndex < LMTextureCount; arrayIndex++)
|
||||
Lightmap.TextureData.Resize(Lightmap.TextureSize * Lightmap.TextureSize * Lightmap.TextureCount * 4);
|
||||
for (int arrayIndex = 0; arrayIndex < Lightmap.TextureCount; arrayIndex++)
|
||||
{
|
||||
screen->DownloadLightmap(arrayIndex, LMTextureData.Data() + arrayIndex * LMTextureSize * LMTextureSize * 4);
|
||||
screen->DownloadLightmap(arrayIndex, Lightmap.TextureData.Data() + arrayIndex * Lightmap.TextureSize * Lightmap.TextureSize * 4);
|
||||
}
|
||||
|
||||
// Calculate size of lump
|
||||
uint32_t tileCount = 0;
|
||||
uint32_t pixelCount = 0;
|
||||
|
||||
for (unsigned int i = 0; i < LightmapTiles.Size(); i++)
|
||||
for (unsigned int i = 0; i < Lightmap.Tiles.Size(); i++)
|
||||
{
|
||||
LightmapTile* tile = &LightmapTiles[i];
|
||||
LightmapTile* tile = &Lightmap.Tiles[i];
|
||||
if (tile->AtlasLocation.ArrayIndex != -1)
|
||||
{
|
||||
tileCount++;
|
||||
|
|
@ -1998,9 +2021,9 @@ void DoomLevelMesh::SaveLightmapLump(FLevelLocals& doomMap)
|
|||
// Write tiles
|
||||
uint32_t pixelsOffset = 0;
|
||||
|
||||
for (unsigned int i = 0; i < LightmapTiles.Size(); i++)
|
||||
for (unsigned int i = 0; i < Lightmap.Tiles.Size(); i++)
|
||||
{
|
||||
LightmapTile* tile = &LightmapTiles[i];
|
||||
LightmapTile* tile = &Lightmap.Tiles[i];
|
||||
|
||||
if (tile->AtlasLocation.ArrayIndex == -1)
|
||||
continue;
|
||||
|
|
@ -2030,19 +2053,19 @@ void DoomLevelMesh::SaveLightmapLump(FLevelLocals& doomMap)
|
|||
}
|
||||
|
||||
// Write surface pixels
|
||||
for (unsigned int i = 0; i < LightmapTiles.Size(); i++)
|
||||
for (unsigned int i = 0; i < Lightmap.Tiles.Size(); i++)
|
||||
{
|
||||
LightmapTile* tile = &LightmapTiles[i];
|
||||
LightmapTile* tile = &Lightmap.Tiles[i];
|
||||
|
||||
if (tile->AtlasLocation.ArrayIndex == -1)
|
||||
continue;
|
||||
|
||||
const uint16_t* pixels = LMTextureData.Data() + tile->AtlasLocation.ArrayIndex * LMTextureSize * LMTextureSize * 4;
|
||||
const uint16_t* pixels = Lightmap.TextureData.Data() + tile->AtlasLocation.ArrayIndex * Lightmap.TextureSize * Lightmap.TextureSize * 4;
|
||||
int width = tile->AtlasLocation.Width;
|
||||
int height = tile->AtlasLocation.Height;
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
const uint16_t* srcline = pixels + (tile->AtlasLocation.X + (tile->AtlasLocation.Y + y) * LMTextureSize) * 4;
|
||||
const uint16_t* srcline = pixels + (tile->AtlasLocation.X + (tile->AtlasLocation.Y + y) * Lightmap.TextureSize) * 4;
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
lumpFile.Write16(*(srcline++));
|
||||
|
|
|
|||
|
|
@ -246,8 +246,8 @@ static int CreateIndexedSectorVerticesLM(sector_t* sec, const secplane_t& plane,
|
|||
int lightmap = sub->LightmapTiles[h].Size() > lightmapIndex ? sub->LightmapTiles[h][lightmapIndex] : -1;
|
||||
if (lightmap >= 0) // tile may be missing if the subsector is degenerate triangle
|
||||
{
|
||||
const auto& tile = level.levelMesh->LightmapTiles[lightmap];
|
||||
float textureSize = (float)level.levelMesh->LMTextureSize;
|
||||
const auto& tile = level.levelMesh->Lightmap.Tiles[lightmap];
|
||||
float textureSize = (float)level.levelMesh->Lightmap.TextureSize;
|
||||
float lindex = (float)tile.AtlasLocation.ArrayIndex;
|
||||
for (unsigned int j = 0, end = sub->numlines; j < end; j++)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -427,12 +427,12 @@ void HWWall::ProcessDecal(HWDrawInfo* di, FRenderState& state, DBaseDecal *decal
|
|||
|
||||
if (!(decal->RenderFlags & RF_FULLBRIGHT) && lightmaptile >= 0)
|
||||
{
|
||||
LightmapTile* tile = &di->Level->levelMesh->LightmapTiles[lightmaptile];
|
||||
LightmapTile* tile = &di->Level->levelMesh->Lightmap.Tiles[lightmaptile];
|
||||
float lightmapindex = (float)tile->AtlasLocation.ArrayIndex;
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
FVector2 lightmapuv = tile->ToUV(FVector3(dv[i].x, dv[i].y, dv[i].z), di->Level->levelMesh->LMTextureSize);
|
||||
FVector2 lightmapuv = tile->ToUV(FVector3(dv[i].x, dv[i].y, dv[i].z), di->Level->levelMesh->Lightmap.TextureSize);
|
||||
verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v, lightmapuv.X, lightmapuv.Y, lightmapindex);
|
||||
}
|
||||
}
|
||||
|
|
@ -680,12 +680,12 @@ void HWDecalCreateInfo::ProcessDecal(HWDrawInfo* di, FRenderState& state, int dy
|
|||
|
||||
if (!(decal->RenderFlags & RF_FULLBRIGHT) && lightmaptile >= 0)
|
||||
{
|
||||
LightmapTile* tile = &di->Level->levelMesh->LightmapTiles[lightmaptile];
|
||||
LightmapTile* tile = &di->Level->levelMesh->Lightmap.Tiles[lightmaptile];
|
||||
float lightmapindex = (float)tile->AtlasLocation.ArrayIndex;
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
FVector2 lightmapuv = tile->ToUV(FVector3(dv[i].x, dv[i].y, dv[i].z), di->Level->levelMesh->LMTextureSize);
|
||||
FVector2 lightmapuv = tile->ToUV(FVector3(dv[i].x, dv[i].y, dv[i].z), di->Level->levelMesh->Lightmap.TextureSize);
|
||||
verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v, lightmapuv.X, lightmapuv.Y, lightmapindex);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -687,7 +687,7 @@ void HWDrawInfo::UpdateLightmaps()
|
|||
{
|
||||
if (!outer && VisibleTiles.Size() < unsigned(lm_background_updates))
|
||||
{
|
||||
for (auto& e : level.levelMesh->LightmapTiles)
|
||||
for (auto& e : level.levelMesh->Lightmap.Tiles)
|
||||
{
|
||||
if (e.NeedsUpdate)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -229,16 +229,16 @@ public:
|
|||
|
||||
void PushVisibleTile(int tileIndex)
|
||||
{
|
||||
if (tileIndex < 0)
|
||||
return;
|
||||
|
||||
if (outer)
|
||||
{
|
||||
outer->PushVisibleTile(tileIndex);
|
||||
return;
|
||||
}
|
||||
|
||||
if (tileIndex < 0)
|
||||
return;
|
||||
|
||||
LightmapTile* tile = &Level->levelMesh->LightmapTiles[tileIndex];
|
||||
LightmapTile* tile = &Level->levelMesh->Lightmap.Tiles[tileIndex];
|
||||
if (lm_always_update || tile->AlwaysUpdate)
|
||||
{
|
||||
tile->NeedsUpdate = true;
|
||||
|
|
|
|||
|
|
@ -197,11 +197,11 @@ int HWWall::CreateVertices(FFlatVertex *&ptr, bool split)
|
|||
{
|
||||
if (lightmaptile >= 0)
|
||||
{
|
||||
LightmapTile* tile = &level.levelMesh->LightmapTiles[lightmaptile];
|
||||
FVector2 lolft = tile->ToUV(FVector3(glseg.x1, glseg.y1, zbottom[0]), level.levelMesh->LMTextureSize);
|
||||
FVector2 uplft = tile->ToUV(FVector3(glseg.x1, glseg.y1, ztop[0]), level.levelMesh->LMTextureSize);
|
||||
FVector2 uprgt = tile->ToUV(FVector3(glseg.x2, glseg.y2, ztop[1]), level.levelMesh->LMTextureSize);
|
||||
FVector2 lorgt = tile->ToUV(FVector3(glseg.x2, glseg.y2, zbottom[1]), level.levelMesh->LMTextureSize);
|
||||
LightmapTile* tile = &level.levelMesh->Lightmap.Tiles[lightmaptile];
|
||||
FVector2 lolft = tile->ToUV(FVector3(glseg.x1, glseg.y1, zbottom[0]), level.levelMesh->Lightmap.TextureSize);
|
||||
FVector2 uplft = tile->ToUV(FVector3(glseg.x1, glseg.y1, ztop[0]), level.levelMesh->Lightmap.TextureSize);
|
||||
FVector2 uprgt = tile->ToUV(FVector3(glseg.x2, glseg.y2, ztop[1]), level.levelMesh->Lightmap.TextureSize);
|
||||
FVector2 lorgt = tile->ToUV(FVector3(glseg.x2, glseg.y2, zbottom[1]), level.levelMesh->Lightmap.TextureSize);
|
||||
lightuv[LOLFT] = { lolft.X, lolft.Y };
|
||||
lightuv[UPLFT] = { uplft.X, uplft.Y };
|
||||
lightuv[UPRGT] = { uprgt.X, uprgt.Y };
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue