Create DoomLevelMeshSurface
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6 changed files with 43 additions and 29 deletions
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@ -535,7 +535,7 @@ void VulkanRenderDevice::SetLevelMesh(LevelMesh* mesh)
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mRaytrace->SetLevelMesh(mesh);
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static LevelMesh* lastMesh = nullptr; // Temp hack; Since this function is called every frame we only want to do this once
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if (lastMesh != mesh && mesh->Surfaces.Size() > 0)
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if (lastMesh != mesh && mesh->GetSurfaceCount() > 0)
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{
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lastMesh = mesh;
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@ -559,23 +559,25 @@ void VulkanRenderDevice::SetLevelMesh(LevelMesh* mesh)
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TArray<uint16_t> LMTextureData;
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LMTextureData.Resize(mesh->LMTextureSize * mesh->LMTextureSize * mesh->LMTextureCount * 3);
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for (auto& surface : mesh->Surfaces)
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for (int i = 0, count = mesh->GetSurfaceCount(); i < count; i++)
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{
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uint16_t* currentTexture = LMTextureData.Data() + (mesh->LMTextureSize * mesh->LMTextureSize * 3) * surface.atlasPageIndex;
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LevelMeshSurface* surface = mesh->GetSurface(i);
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FVector3* colorSamples = surface.texPixels.data();
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uint16_t* currentTexture = LMTextureData.Data() + (mesh->LMTextureSize * mesh->LMTextureSize * 3) * surface->atlasPageIndex;
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FVector3* colorSamples = surface->texPixels.data();
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// store results to lightmap texture
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for (int i = 0; i < surface.texHeight; i++)
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for (int i = 0; i < surface->texHeight; i++)
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{
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for (int j = 0; j < surface.texWidth; j++)
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for (int j = 0; j < surface->texWidth; j++)
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{
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// get texture offset
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int offs = ((mesh->LMTextureSize * (i + surface.atlasY)) + surface.atlasX) * 3;
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int offs = ((mesh->LMTextureSize * (i + surface->atlasY)) + surface->atlasX) * 3;
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// convert RGB to bytes
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currentTexture[offs + j * 3 + 0] = floatToHalf(clamp(colorSamples[i * surface.texWidth + j].X, 0.0f, 65000.0f));
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currentTexture[offs + j * 3 + 1] = floatToHalf(clamp(colorSamples[i * surface.texWidth + j].Y, 0.0f, 65000.0f));
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currentTexture[offs + j * 3 + 2] = floatToHalf(clamp(colorSamples[i * surface.texWidth + j].Z, 0.0f, 65000.0f));
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currentTexture[offs + j * 3 + 0] = floatToHalf(clamp(colorSamples[i * surface->texWidth + j].X, 0.0f, 65000.0f));
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currentTexture[offs + j * 3 + 1] = floatToHalf(clamp(colorSamples[i * surface->texWidth + j].Y, 0.0f, 65000.0f));
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currentTexture[offs + j * 3 + 2] = floatToHalf(clamp(colorSamples[i * surface->texWidth + j].Z, 0.0f, 65000.0f));
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}
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}
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}
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