rtx: clear light clusters properly on new map

This commit is contained in:
Ivan 'provod' Avdeev 2021-04-19 11:44:15 -07:00
parent bd8c67e4e7
commit c255041bd9
2 changed files with 16 additions and 6 deletions

View File

@ -1,14 +1,24 @@
## 2021-04-19
- [x] rtx: light intensity-based light clusters visibility
- [x] rtx: check multiple variants of texture name (wad and non-wad)
- [x] rtx: rad liquids/xeno/... textures
# Next
- [ ] rtx: light intensity-based light clusters visibility
- [ ] rtx: hack (rad): interpret textures with '~' or '{' as emissive
- [ ] rtx: restore studio models
- [ ] rtx: textures
- [ ] rtx: restore dynamic stuff like particles, beams, etc
- [ ] rtx: emissive particles
- [ ] rtx: textures
- [ ] rtx: better random
- [ ] rtx: some studio models have glitchy geometry
- [ ] rtx: simple convolution denoise (bilateral?)
- [ ] rtx: live rad file reloading (or other solution for tuning lights)
- [ ] rtx: map name to rad files mapping
- [ ] water surfaces
- [ ] rtx: better light culling: normal, bsp visibility, light volumes and intensity, ...
- [ ] rtx: dynamic surface lights / dynamic light clusters
- [ ] rtx: cluster dlights
- [ ] rtx: entity lights
- [ ] rtx: light styles
# Planned
- [ ] rtx: denoise

View File

@ -69,13 +69,13 @@ static void loadRadData( const model_t *map, const char *filename ) {
// Try bsp texture first
Q_sprintf(texname, "#%s:%s.mip", map->name, texture_name);
int tex_id = VK_FindTexture(texname);
gEngine.Con_Reportf("Looked up texture %s -> %d", texname, tex_id);
gEngine.Con_Reportf("Looked up texture %s -> %d\n", texname, tex_id);
// Try wad texture if bsp is not there
if (!tex_id && wad_name) {
Q_sprintf(texname, "%s.wad/%s.mip", wad_name, texture_name);
tex_id = VK_FindTexture(texname);
gEngine.Con_Reportf("Looked up texture %s -> %d", texname, tex_id);
gEngine.Con_Reportf("Looked up texture %s -> %d\n", texname, tex_id);
}
if (tex_id) {
@ -518,7 +518,7 @@ void VK_LightsLoadMap( void ) {
g_lights.num_emissive_surfaces = 0;
g_lights.grid.num_cells = 0;
memset(g_lights.grid.size, 0, sizeof(g_lights.grid.size));
memset(&g_lights.grid, 0, sizeof(g_lights.grid));
// FIXME ...
//initHackRadTable();