memoised dynamic luminosity

This commit is contained in:
minjaesong
2020-02-22 15:47:34 +09:00
parent d97283e76c
commit fc99ee72c3
7 changed files with 85 additions and 79 deletions

View File

@@ -7,6 +7,7 @@ import net.torvald.terrarum.gameworld.FluidType
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.utils.CSVFetcher
import net.torvald.terrarum.worlddrawer.LightmapRenderer
import net.torvald.util.SortedArrayList
import org.apache.commons.csv.CSVRecord
import java.io.IOException
@@ -17,6 +18,8 @@ object BlockCodex {
private var blockProps = HashMap<Int, BlockProp>()
val dynamicLights = SortedArrayList<Int>()
/** 4096 */
const val MAX_TERRAIN_TILES = GameWorld.TILES_SUPPORTED
@@ -45,6 +48,10 @@ object BlockCodex {
val id = intVal(it, "id")
setProp(id, it)
if ((blockProps[id]?.dynamicLuminosityFunction ?: 0) != 0) {
dynamicLights.add(id)
}
if (id > highestNumber)
highestNumber = id
}
@@ -113,11 +120,11 @@ object BlockCodex {
prop.strength = intVal(record, "str")
prop.density = intVal(record, "dsty")
prop.lumColR = floatVal(record, "lumr") / LightmapRenderer.MUL_FLOAT
prop.lumColG = floatVal(record, "lumg") / LightmapRenderer.MUL_FLOAT
prop.lumColB = floatVal(record, "lumb") / LightmapRenderer.MUL_FLOAT
prop.lumColA = floatVal(record, "lumuv") / LightmapRenderer.MUL_FLOAT
prop.internalLumCol = Cvec(prop.lumColR, prop.lumColG, prop.lumColB, prop.lumColA)
prop.baseLumColR = floatVal(record, "lumr") / LightmapRenderer.MUL_FLOAT
prop.baseLumColG = floatVal(record, "lumg") / LightmapRenderer.MUL_FLOAT
prop.baseLumColB = floatVal(record, "lumb") / LightmapRenderer.MUL_FLOAT
prop.baseLumColA = floatVal(record, "lumuv") / LightmapRenderer.MUL_FLOAT
prop.baseLumCol.set(prop.baseLumColR, prop.baseLumColG, prop.baseLumColB, prop.baseLumColA)
prop.friction = intVal(record, "fr")
prop.viscosity = intVal(record, "vscs")

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@@ -44,27 +44,24 @@ class BlockProp {
/** 1.0f for 1023, 0.25f for 255 */
var lumColR = 0f
var lumColG = 0f
var lumColB = 0f
var lumColA = 0f
lateinit var internalLumCol: Cvec
internal var baseLumColR = 0f // base value used to calculate dynamic luminosity
internal var baseLumColG = 0f // base value used to calculate dynamic luminosity
internal var baseLumColB = 0f // base value used to calculate dynamic luminosity
internal var baseLumColA = 0f // base value used to calculate dynamic luminosity
internal val baseLumCol = Cvec(0)
var lumColR = 0f // memoised value of dynamic luminosity
var lumColG = 0f // memoised value of dynamic luminosity
var lumColB = 0f // memoised value of dynamic luminosity
var lumColA = 0f // memoised value of dynamic luminosity
var lumCol = Cvec(0)
/**
* @param luminosity
*/
inline val luminosity: Cvec
get() = BlockPropUtil.getDynamicLumFunc(internalLumCol, dynamicLuminosityFunction)
//inline val luminosity: Cvec
// get() = BlockPropUtil.getDynamicLumFunc(internalLumCol, dynamicLuminosityFunction)
fun getLum(channel: Int) = BlockPropUtil.getDynamicLumFuncByChan(
when (channel) {
0 -> lumColR
1 -> lumColG
2 -> lumColB
3 -> lumColA
else -> throw IllegalArgumentException("Invalid channel $channel")
}, dynamicLuminosityFunction, channel
)
fun getLum(channel: Int) = lumCol.getElem(channel)
var drop: Int = 0

View File

@@ -86,13 +86,28 @@ object BlockPropUtil {
// pulsate-related vars
if (pulsateFuncX > pulsateCycleDuration) pulsateFuncX -= pulsateCycleDuration
// update the memoised values in props
for (key in BlockCodex.dynamicLights) {
try {
val prop = BlockCodex[key]
if (prop.dynamicLuminosityFunction != 0) {
prop.lumCol.set(getDynamicLumFunc(prop.baseLumCol, prop.dynamicLuminosityFunction))
prop.lumColR = prop.lumCol.r
prop.lumColG = prop.lumCol.g
prop.lumColB = prop.lumCol.b
prop.lumColA = prop.lumCol.a
}
}
catch (skip: NullPointerException) {}
}
}
private fun getNewRandom() = random.nextFloat().times(2).minus(1f) * flickerFuncRange
private fun linearInterpolation1D(a: Float, b: Float, x: Float) = a * (1 - x) + b * x
fun getDynamicLumFunc(baseLum: Cvec, type: Int): Cvec {
private fun getDynamicLumFunc(baseLum: Cvec, type: Int): Cvec {
return when (type) {
1 -> getTorchFlicker(baseLum)
2 -> (Terrarum.ingame!!.world).globalLight.cpy().mul(LightmapRenderer.DIV_FLOAT) // current global light
@@ -106,7 +121,7 @@ object BlockPropUtil {
/**
* @param chan 0 for R, 1 for G, 2 for B, 3 for A
*/
fun getDynamicLumFuncByChan(baseLum: Float, type: Int, chan: Int): Float {
private fun getDynamicLumFuncByChan(baseLum: Float, type: Int, chan: Int): Float {
return when (type) {
1 -> getTorchFlicker(baseLum)
2 -> (Terrarum.ingame!!.world).globalLight.cpy().mul(LightmapRenderer.DIV_FLOAT).getElem(chan) // current global light