mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
new lighting kinda works
This commit is contained in:
@@ -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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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.
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user