Add PBR lightprobe thing and always bake probes if encountered

This commit is contained in:
Magnus Norddahl 2025-07-10 03:10:15 +02:00
commit ed0db43eaa
3 changed files with 10 additions and 4 deletions

View file

@ -56,7 +56,7 @@ EXTERN_CVAR(Bool, gl_bandedswlight)
EXTERN_CVAR(Bool, lm_dynlights);
CVAR(Bool, gl_raytrace, false, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
CVAR(Bool, gl_lightprobe, false, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
CVAR(Bool, gl_lightprobe, true, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
extern bool NoInterpolateView;
@ -405,10 +405,9 @@ sector_t* RenderView(player_t* player)
});
}
if (gl_lightprobe)
if (gl_lightprobe && level.lightProbes.size() > 0)
{
// Render the light probes if not found in a lump
// To do: we need light probe actors
AActor* lightprobe = level.GetThinkerIterator<AActor>(NAME_LightProbe, STAT_INFO).Next();
if (lightprobe)
@ -432,7 +431,6 @@ sector_t* RenderView(player_t* player)
}
else
{
Printf("Warning: spawning LightProbe\n");
auto probe = Spawn(&level, NAME_LightProbe);
probe->ChangeStatNum(STAT_INFO);
}