ZDRay lump loading adjustments
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ac90f1099a
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8 changed files with 283 additions and 247 deletions
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@ -7,7 +7,6 @@
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#include "c_dispatch.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "halffloat.h"
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#include "hw_renderstate.h"
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#include "hw_vertexbuilder.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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@ -32,12 +31,10 @@ DoomLevelSubmesh::DoomLevelSubmesh(DoomLevelMesh* mesh, FLevelLocals& doomMap, b
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SortIndexes();
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BuildTileSurfaceLists();
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UpdateCollision();
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if (doomMap.lightmaps)
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PackLightmapAtlas(doomMap, 0);
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}
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}
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void DoomLevelSubmesh::Update(FLevelLocals& doomMap, int lightmapStartIndex)
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void DoomLevelSubmesh::Update(FLevelLocals& doomMap)
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{
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if (!StaticMesh)
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{
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@ -49,9 +46,6 @@ void DoomLevelSubmesh::Update(FLevelLocals& doomMap, int lightmapStartIndex)
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SortIndexes();
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BuildTileSurfaceLists();
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UpdateCollision();
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if (doomMap.lightmaps)
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PackLightmapAtlas(doomMap, lightmapStartIndex);
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}
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}
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@ -170,11 +164,6 @@ void DoomLevelSubmesh::CreateStaticSurfaces(FLevelLocals& doomMap)
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state.SetRenderStyle(STYLE_Normal);
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}
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}
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for (auto& tile : LightmapTiles)
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{
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SetupTileTransform(LMTextureSize, LMTextureSize, tile);
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}
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}
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void DoomLevelSubmesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, std::map<LightmapTileBinding, int>& bindings, TArray<HWWall>& list, bool isSky, bool translucent)
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@ -620,98 +609,6 @@ void DoomLevelSubmesh::SetSideLightmap(DoomLevelMeshSurface* surface)
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}
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}
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void DoomLevelSubmesh::PackLightmapAtlas(FLevelLocals& doomMap, int lightmapStartIndex)
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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.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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RectPacker packer(LMTextureSize, LMTextureSize, RectPacker::Spacing(0));
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for (LightmapTile* tile : sortedTiles)
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{
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int sampleWidth = tile->AtlasLocation.Width;
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int sampleHeight = tile->AtlasLocation.Height;
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auto result = packer.insert(sampleWidth, sampleHeight);
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int x = result.pos.x, y = result.pos.y;
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tile->AtlasLocation.X = x;
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tile->AtlasLocation.Y = y;
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tile->AtlasLocation.ArrayIndex = lightmapStartIndex + (int)result.pageIndex;
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}
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LMTextureCount = (int)packer.getNumPages();
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// Calculate final texture coordinates
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for (auto& surface : Surfaces)
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{
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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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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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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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#if 0 // Debug atlas tile locations:
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float colors[30] =
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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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{
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tile.NeedsUpdate = false;
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int index = tile.Binding.TypeIndex;
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float* color = colors + (index % 10) * 3;
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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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{
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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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{
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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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}
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}
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}
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for (DoomLevelMeshSurface& surf : Surfaces)
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{
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surf.AlwaysUpdate = false;
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}
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#endif
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}
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BBox DoomLevelSubmesh::GetBoundsFromSurface(const LevelMeshSurface& surface) const
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{
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BBox bounds;
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@ -728,88 +625,3 @@ BBox DoomLevelSubmesh::GetBoundsFromSurface(const LevelMeshSurface& surface) con
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}
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return bounds;
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}
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DoomLevelSubmesh::PlaneAxis DoomLevelSubmesh::BestAxis(const FVector4& p)
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{
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float na = fabs(float(p.X));
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float nb = fabs(float(p.Y));
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float nc = fabs(float(p.Z));
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// figure out what axis the plane lies on
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if (na >= nb && na >= nc)
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{
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return AXIS_YZ;
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}
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else if (nb >= na && nb >= nc)
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{
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return AXIS_XZ;
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}
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return AXIS_XY;
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}
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void DoomLevelSubmesh::SetupTileTransform(int lightMapTextureWidth, int lightMapTextureHeight, LightmapTile& tile)
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{
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BBox bounds = tile.Bounds;
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// round off dimensions
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FVector3 roundedSize;
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for (int i = 0; i < 3; i++)
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{
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bounds.min[i] = tile.SampleDimension * (floor(bounds.min[i] / tile.SampleDimension) - 1);
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bounds.max[i] = tile.SampleDimension * (ceil(bounds.max[i] / tile.SampleDimension) + 1);
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roundedSize[i] = (bounds.max[i] - bounds.min[i]) / tile.SampleDimension;
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}
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FVector3 tCoords[2] = { FVector3(0.0f, 0.0f, 0.0f), FVector3(0.0f, 0.0f, 0.0f) };
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PlaneAxis axis = BestAxis(tile.Plane);
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int width;
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int height;
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switch (axis)
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{
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default:
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case AXIS_YZ:
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width = (int)roundedSize.Y;
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height = (int)roundedSize.Z;
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tCoords[0].Y = 1.0f / tile.SampleDimension;
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tCoords[1].Z = 1.0f / tile.SampleDimension;
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break;
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case AXIS_XZ:
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width = (int)roundedSize.X;
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height = (int)roundedSize.Z;
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tCoords[0].X = 1.0f / tile.SampleDimension;
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tCoords[1].Z = 1.0f / tile.SampleDimension;
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break;
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case AXIS_XY:
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width = (int)roundedSize.X;
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height = (int)roundedSize.Y;
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tCoords[0].X = 1.0f / tile.SampleDimension;
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tCoords[1].Y = 1.0f / tile.SampleDimension;
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break;
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}
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// clamp width
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if (width > lightMapTextureWidth - 2)
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{
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tCoords[0] *= ((float)(lightMapTextureWidth - 2) / (float)width);
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width = (lightMapTextureWidth - 2);
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}
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// clamp height
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if (height > lightMapTextureHeight - 2)
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{
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tCoords[1] *= ((float)(lightMapTextureHeight - 2) / (float)height);
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height = (lightMapTextureHeight - 2);
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}
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tile.Transform.TranslateWorldToLocal = bounds.min;
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tile.Transform.ProjLocalToU = tCoords[0];
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tile.Transform.ProjLocalToV = tCoords[1];
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tile.AtlasLocation.Width = width;
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tile.AtlasLocation.Height = height;
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}
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