Hook up bindless textures for gl_levelmesh

This commit is contained in:
Magnus Norddahl 2023-10-23 19:52:47 +02:00
commit f550f5b05a
12 changed files with 51 additions and 10 deletions

View file

@ -567,14 +567,12 @@ void DoomLevelSubmesh::BindLightmapSurfacesToGeometry(FLevelLocals& doomMap)
if (surface.Type == ST_FLOOR || surface.Type == ST_CEILING)
{
surface.Subsector = &doomMap.subsectors[surface.TypeIndex];
if (surface.Subsector->firstline && surface.Subsector->firstline->sidedef)
surface.Subsector->firstline->sidedef->sector->HasLightmaps = true;
SetSubsectorLightmap(&surface);
}
else
{
surface.Side = &doomMap.sides[surface.TypeIndex];
SetSideLightmap(&surface);
}
}
@ -662,6 +660,7 @@ void DoomLevelSubmesh::CreateLinePortalSurface(FLevelLocals& doomMap, side_t* si
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
surf.Side = side;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
@ -756,6 +755,7 @@ void DoomLevelSubmesh::CreateLineHorizonSurface(FLevelLocals& doomMap, side_t* s
surf.TypeIndex = side->Index();
surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.Side = side;
FFlatVertex verts[4];
verts[0].x = verts[2].x = v1.X;
@ -847,6 +847,7 @@ void DoomLevelSubmesh::CreateFrontWallSurface(FLevelLocals& doomMap, side_t* sid
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::mid].texture;
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
surf.Side = side;
SurfaceUniforms uniforms = DefaultUniforms();
uniforms.uLightLevel = front->lightlevel;
@ -946,6 +947,7 @@ void DoomLevelSubmesh::CreateMidWallSurface(FLevelLocals& doomMap, side_t* side)
surf.texture = texture;
surf.alpha = float(side->linedef->alpha);
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
surf.Side = side;
SurfaceUniforms uniforms = DefaultUniforms();
uniforms.uLightLevel = front->lightlevel;
@ -993,6 +995,7 @@ void DoomLevelSubmesh::Create3DFloorWallSurfaces(FLevelLocals& doomMap, side_t*
surf.ControlSector = xfloor->model;
surf.bSky = false;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.Side = side;
float blZ = (float)xfloor->model->floorplane.ZatPoint(v1);
float brZ = (float)xfloor->model->floorplane.ZatPoint(v2);
@ -1088,6 +1091,7 @@ void DoomLevelSubmesh::CreateTopWallSurface(FLevelLocals& doomMap, side_t* side)
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::top].texture;
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
surf.Side = side;
SurfaceUniforms uniforms = DefaultUniforms();
uniforms.uLightLevel = front->lightlevel;
@ -1148,6 +1152,7 @@ void DoomLevelSubmesh::CreateBottomWallSurface(FLevelLocals& doomMap, side_t* si
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::bottom].texture;
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
surf.Side = side;
SurfaceUniforms uniforms = DefaultUniforms();
uniforms.uLightLevel = front->lightlevel;
@ -1250,6 +1255,7 @@ void DoomLevelSubmesh::CreateFloorSurface(FLevelLocals &doomMap, subsector_t *su
surf.plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.D);
surf.sectorGroup = sectorGroup[sector->Index()];
surf.AlwaysUpdate = !!(sector->Flags & SECF_LM_DYNAMIC);
surf.Subsector = sub;
SurfaceUniforms uniforms = DefaultUniforms();
uniforms.uLightLevel = sector->lightlevel;
@ -1309,6 +1315,7 @@ void DoomLevelSubmesh::CreateCeilingSurface(FLevelLocals& doomMap, subsector_t*
surf.plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.D);
surf.sectorGroup = sectorGroup[sector->Index()];
surf.AlwaysUpdate = !!(sector->Flags & SECF_LM_DYNAMIC);
surf.Subsector = sub;
SurfaceUniforms uniforms = DefaultUniforms();
uniforms.uLightLevel = sector->lightlevel;