new lighting kinda works

This commit is contained in:
minjaesong
2020-10-25 19:10:48 +09:00
parent feb2becbc2
commit ead33aeb7a
2 changed files with 102 additions and 6 deletions

View File

@@ -59,6 +59,13 @@ data class Point2d(var x: Double, var y: Double) : Cloneable {
fun toDoubleArray() = doubleArrayOf(x, y)
fun apply(transformation: (Double, Double) -> Pair<Double, Double>): Point2d {
val translation = transformation(x, y)
this.x = translation.first
this.y = translation.second
return this
}
}
data class Point2i(var x: Int, var y: Int) {
@@ -79,4 +86,12 @@ data class Point2i(var x: Int, var y: Int) {
operator fun minus(other: Point2i): Point2i {
return Point2i(other.x - this.x, other.y - this.y)
}
fun apply(transformation: (Int, Int) -> Pair<Int, Int>): Point2i {
val translation = transformation(x, y)
this.x = translation.first
this.y = translation.second
return this
}
}

View File

@@ -211,7 +211,7 @@ object LightmapRenderer {
}
// wipe out lightmap
AppLoader.measureDebugTime("Renderer.Light0") {
AppLoader.measureDebugTime("Renderer.LightPrecalc") {
// when disabled, light will "decay out" instead of "instantly out", which can have a cool effect
// but the performance boost is measly 0.1 ms on 6700K
lightmap.zerofill()
@@ -227,7 +227,7 @@ object LightmapRenderer {
// O((5*9)n) == O(n) where n is a size of the map.
// Because of inevitable overlaps on the area, it only works with MAX blend
fun r1() {
/*fun r1() {
// Round 1
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_start - overscan_open..for_x_end) {
@@ -258,15 +258,38 @@ object LightmapRenderer {
calculateAndAssign(lightmap, x, y)
}
}
}
}*/
fun r1() {
// TODO test non-parallel
swipeDiag = false
for (line in for_y_start - overscan_open..for_y_end) {
swipeLight(
for_x_start - overscan_open + 1, line,
for_x_end + overscan_open - 1, line,
1, 0
)
}
}
fun r2() {
// TODO test non-parallel
swipeDiag = false
for (line in for_x_start - overscan_open..for_x_end) {
swipeLight(
line, for_y_start - overscan_open + 1,
line, for_y_end + overscan_open - 1,
0, 1
)
}
}
// each usually takes 8..12 ms total when not threaded
// - with direct memory access of world array and pre-calculating things in the start of the frame,
// I was able to pull out 3.5..5.5 ms! With abhorrently many occurrences of segfaults I had to track down...
if (!AppLoader.getConfigBoolean("multithreadedlight")) {
AppLoader.measureDebugTime("Renderer.LightTotal") {
AppLoader.measureDebugTime("Renderer.LightRuns") {
// To save you from pains:
// - Per-channel light updating is actually slower
@@ -275,11 +298,14 @@ object LightmapRenderer {
// - Multithreading? I have absolutely no idea.
// - If you naively slice the screen (job area) to multithread, the seam will appear.
r3();r4();r1();r2();r3();
//r3();r4();r1();r2();r3();
r1()
r2()
}
}
else if (world.worldIndex != -1) { // to avoid updating on the null world
AppLoader.measureDebugTime("Renderer.LightTotal") {
AppLoader.measureDebugTime("Renderer.LightRuns") {
}
}
}
@@ -522,6 +548,61 @@ object LightmapRenderer {
// you're doing it wrong, the IF and return statements must be inclusive.
}
private var swipeX = -1
private var swipeY = -1
private var swipeTx = -1
private var swipeTy = -1
private var swipeDiag = false
private fun _swipeTask(x: Int, y: Int, x2: Int, y2: Int) {
_ambientAccumulator.r = _mapLightLevelThis.getR(x, y)
_ambientAccumulator.g = _mapLightLevelThis.getG(x, y)
_ambientAccumulator.b = _mapLightLevelThis.getB(x, y)
_ambientAccumulator.a = _mapLightLevelThis.getA(x, y)
if (!swipeDiag) {
_thisTileOpacity.r = _mapThisTileOpacity.getR(x, y)
_thisTileOpacity.g = _mapThisTileOpacity.getG(x, y)
_thisTileOpacity.b = _mapThisTileOpacity.getB(x, y)
_thisTileOpacity.a = _mapThisTileOpacity.getA(x, y)
_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity))
}
else {
_thisTileOpacity2.r = _mapThisTileOpacity2.getR(x, y)
_thisTileOpacity2.g = _mapThisTileOpacity2.getG(x, y)
_thisTileOpacity2.b = _mapThisTileOpacity2.getB(x, y)
_thisTileOpacity2.a = _mapThisTileOpacity2.getA(x, y)
_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity2))
}
_mapLightLevelThis.setVec(x, y, _ambientAccumulator)
lightmap.setVec(x, y, _ambientAccumulator)
}
private fun swipeLight(sx: Int, sy: Int, ex: Int, ey: Int, dx: Int, dy: Int) {
swipeX = sx; swipeY = sy
while (swipeX <= ex && swipeY <= ey) {
// conduct the task #1
// spread towards the end
swipeTx = swipeX.convX()
swipeTy = swipeY.convY()
_swipeTask(swipeTx, swipeTy, swipeTx-dx, swipeTy-dy)
swipeX += dx
swipeY += dy
}
swipeX = ex; swipeY = ey
while (swipeX >= sx && swipeY >= sy) {
// conduct the task #2
// spread towards the start
swipeTx = swipeX.convX()
swipeTy = swipeY.convY()
_swipeTask(swipeTx, swipeTy, swipeTx+dx, swipeTy+dy)
swipeX -= dx
swipeY -= dy
}
}
/**
* Calculates the light simulation, using main lightmap as one of the input.
*/