drop lightmap hack
parent
b4d410212f
commit
40783980c0
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@ -374051,8 +374051,6 @@ float model_animate(model_t m, float curframe) {
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return model_animate_clip(m, curframe, 0, q->numframes-1, true);
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return model_animate_clip(m, curframe, 0, q->numframes-1, true);
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}
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}
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static bool model_lightmap_hook = 0; //@fixme: delete this
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static
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static
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void model_draw_call(model_t m, int shader) {
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void model_draw_call(model_t m, int shader) {
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if(!m.iqm) return;
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if(!m.iqm) return;
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@ -374063,12 +374061,6 @@ void model_draw_call(model_t m, int shader) {
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renderstate_apply(&m.rs);
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renderstate_apply(&m.rs);
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//@fixme lightmap_bake state hook
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if (model_lightmap_hook) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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}
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glBindVertexArray( q->vao );
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glBindVertexArray( q->vao );
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struct iqmtriangle *tris = NULL;
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struct iqmtriangle *tris = NULL;
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@ -374258,8 +374250,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
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ASSERT(lm->ready);
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ASSERT(lm->ready);
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// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
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// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
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model_lightmap_hook=1;
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int w = lm->w, h = lm->h;
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int w = lm->w, h = lm->h;
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for (int i = 0; i < array_count(lm->models); i++) {
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for (int i = 0; i < array_count(lm->models); i++) {
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model_t *m = lm->models[i];
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model_t *m = lm->models[i];
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@ -374322,8 +374312,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
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FREE(m->lmdata); m->lmdata = NULL;
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FREE(m->lmdata); m->lmdata = NULL;
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}
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}
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}
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}
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model_lightmap_hook = 0;
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}
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}
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#line 0
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#line 0
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@ -3976,8 +3976,6 @@ float model_animate(model_t m, float curframe) {
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return model_animate_clip(m, curframe, 0, q->numframes-1, true);
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return model_animate_clip(m, curframe, 0, q->numframes-1, true);
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}
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}
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static bool model_lightmap_hook = 0; //@fixme: delete this
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static
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static
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void model_draw_call(model_t m, int shader) {
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void model_draw_call(model_t m, int shader) {
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if(!m.iqm) return;
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if(!m.iqm) return;
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@ -3988,12 +3986,6 @@ void model_draw_call(model_t m, int shader) {
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renderstate_apply(&m.rs);
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renderstate_apply(&m.rs);
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//@fixme lightmap_bake state hook
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if (model_lightmap_hook) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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}
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glBindVertexArray( q->vao );
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glBindVertexArray( q->vao );
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struct iqmtriangle *tris = NULL;
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struct iqmtriangle *tris = NULL;
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@ -4183,8 +4175,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
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ASSERT(lm->ready);
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ASSERT(lm->ready);
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// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
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// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
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model_lightmap_hook=1;
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int w = lm->w, h = lm->h;
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int w = lm->w, h = lm->h;
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for (int i = 0; i < array_count(lm->models); i++) {
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for (int i = 0; i < array_count(lm->models); i++) {
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model_t *m = lm->models[i];
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model_t *m = lm->models[i];
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@ -4247,7 +4237,5 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
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FREE(m->lmdata); m->lmdata = NULL;
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FREE(m->lmdata); m->lmdata = NULL;
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}
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}
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}
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}
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model_lightmap_hook = 0;
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}
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}
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12
engine/v4k.c
12
engine/v4k.c
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@ -21143,8 +21143,6 @@ float model_animate(model_t m, float curframe) {
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return model_animate_clip(m, curframe, 0, q->numframes-1, true);
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return model_animate_clip(m, curframe, 0, q->numframes-1, true);
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}
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}
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static bool model_lightmap_hook = 0; //@fixme: delete this
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static
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static
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void model_draw_call(model_t m, int shader) {
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void model_draw_call(model_t m, int shader) {
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if(!m.iqm) return;
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if(!m.iqm) return;
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@ -21155,12 +21153,6 @@ void model_draw_call(model_t m, int shader) {
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renderstate_apply(&m.rs);
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renderstate_apply(&m.rs);
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//@fixme lightmap_bake state hook
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if (model_lightmap_hook) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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}
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glBindVertexArray( q->vao );
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glBindVertexArray( q->vao );
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struct iqmtriangle *tris = NULL;
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struct iqmtriangle *tris = NULL;
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@ -21350,8 +21342,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
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ASSERT(lm->ready);
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ASSERT(lm->ready);
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// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
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// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
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model_lightmap_hook=1;
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int w = lm->w, h = lm->h;
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int w = lm->w, h = lm->h;
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for (int i = 0; i < array_count(lm->models); i++) {
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for (int i = 0; i < array_count(lm->models); i++) {
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model_t *m = lm->models[i];
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model_t *m = lm->models[i];
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@ -21414,8 +21404,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
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FREE(m->lmdata); m->lmdata = NULL;
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FREE(m->lmdata); m->lmdata = NULL;
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}
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}
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}
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}
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model_lightmap_hook = 0;
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}
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}
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#line 0
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#line 0
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