Remove smoothing groups from vk_lightmap and fix some warnings
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parent
9677453f6b
commit
fae22f1bb7
4 changed files with 33 additions and 32 deletions
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@ -186,19 +186,6 @@ void VkLightmap::Render()
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bool buffersFull = false;
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if (targetSurface->tileSurfaces.Size() == 0) // To do: move this to where we set up the smoothing groups as we don't need the groups after this step
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{
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for (LevelMeshSurface* surface : mesh->SmoothingGroups[targetSurface->smoothingGroupIndex].surfaces)
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{
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FVector2 minUV = ToUV(surface->bounds.min, targetSurface);
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FVector2 maxUV = ToUV(surface->bounds.max, targetSurface);
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if (surface != targetSurface && (maxUV.X < 0.0f || maxUV.Y < 0.0f || minUV.X > 1.0f || minUV.Y > 1.0f))
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continue; // Bounding box not visible
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targetSurface->tileSurfaces.Push(surface);
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}
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}
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// Paint all surfaces visible in the tile
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for (LevelMeshSurface* surface : targetSurface->tileSurfaces)
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{
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@ -528,14 +515,6 @@ void VkLightmap::CopyResult()
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fb->GetCommands()->PopGroup(cmdbuffer);
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}
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FVector2 VkLightmap::ToUV(const FVector3& vert, const LevelMeshSurface* targetSurface)
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{
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FVector3 localPos = vert - targetSurface->translateWorldToLocal;
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float u = (1.0f + (localPos | targetSurface->projLocalToU)) / (targetSurface->texWidth + 2);
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float v = (1.0f + (localPos | targetSurface->projLocalToV)) / (targetSurface->texHeight + 2);
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return FVector2(u, v);
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}
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void VkLightmap::CreateShaders()
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{
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std::string prefix = "#version 460\r\n";
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