From: Ketmar Dark Date: Tue, 15 Aug 2017 14:46:33 +0000 (+0300) Subject: optimized light drawing: process only "possible lit panels" instead of all walls X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=f9e8d196fa4a326a07524214ae42575d024b5486;p=d2df-sdl.git optimized light drawing: process only "possible lit panels" instead of all walls --- diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 6937983..8aa98c6 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -2634,6 +2634,7 @@ var //R: TRect; lln: Integer; lx, ly, lrad: Integer; + ltminx, ltminy, ltmaxx, ltmaxy: Integer; begin if (p = nil) or (p.FDummy) then begin @@ -2739,54 +2740,82 @@ begin if gwin_has_stencil and (g_dynLightCount > 0) then begin - // setup OpenGL parameters - glStencilMask($FFFFFFFF); - glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF); - glEnable(GL_STENCIL_TEST); - glEnable(GL_SCISSOR_TEST); - glClear(GL_STENCIL_BUFFER_BIT); - glStencilFunc(GL_EQUAL, 0, $ff); + // get light bounds + ltminx := $3fffffff; + ltminy := $3fffffff; + ltmaxx := -$3fffffff; + ltmaxy := -$3fffffff; for lln := 0 to g_dynLightCount-1 do begin - lx := g_dynLights[lln].x; - ly := g_dynLights[lln].y; + lx := g_dynLights[lln].x-sX; + ly := g_dynLights[lln].y-sY; lrad := g_dynLights[lln].radius; if lrad < 3 then continue; - // set scissor to optimize drawing - glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4); - // clear stencil buffer - //glClear(GL_STENCIL_BUFFER_BIT); //!!! - glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); - // draw extruded panels - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer - if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad); - // render light texture - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer - //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer - // blend it - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_TEXTURE_2D); - // color and opacity - glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a); - glBindTexture(GL_TEXTURE_2D, g_Texture_Light()); - glBegin(GL_QUADS); - glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left - glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right - glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right - glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left - glEnd(); + + if lx+lrad < 0 then continue; + if ly+lrad < 0 then continue; + if lx-lrad >= gPlayerScreenSize.X then continue; + if ly-lrad >= gPlayerScreenSize.Y then continue; + + lx := lx+sX; + ly := ly+sY; + + if ltminx > lx-lrad then ltminx := lx-lrad; + if ltminy > ly-lrad then ltminy := ly-lrad; + if ltmaxx < lx+lrad then ltmaxx := lx+lrad; + if ltmaxy < ly+lrad then ltmaxy := ly+lrad; end; - // done - glDisable(GL_STENCIL_TEST); - glDisable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - glScissor(0, 0, sWidth, sHeight); + if g_Map_BuildPLP(ltminx, ltminy, ltmaxx, ltmaxy) then + begin + // setup OpenGL parameters + glStencilMask($FFFFFFFF); + glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF); + glEnable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); + glClear(GL_STENCIL_BUFFER_BIT); + glStencilFunc(GL_EQUAL, 0, $ff); + + for lln := 0 to g_dynLightCount-1 do + begin + lx := g_dynLights[lln].x; + ly := g_dynLights[lln].y; + lrad := g_dynLights[lln].radius; + if lrad < 3 then continue; + // set scissor to optimize drawing + glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4); + // no need to clear stencil buffer, light blitting will do it for us + glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); + // draw extruded panels + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer + if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad); + // render light texture + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer + glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer + // blend it + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_TEXTURE_2D); + // color and opacity + glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a); + glBindTexture(GL_TEXTURE_2D, g_Texture_Light()); + glBegin(GL_QUADS); + glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left + glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right + glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right + glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left + glEnd(); + end; + + // done + glDisable(GL_STENCIL_TEST); + glDisable(GL_BLEND); + glDisable(GL_SCISSOR_TEST); + glScissor(0, 0, sWidth, sHeight); + end; end; g_Map_DrawPanels(PANEL_FORE); diff --git a/src/game/g_map.pas b/src/game/g_map.pas index aceb7e3..f8599dd 100644 --- a/src/game/g_map.pas +++ b/src/game/g_map.pas @@ -92,6 +92,8 @@ function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel; procedure g_Map_SaveState(Var Mem: TBinMemoryWriter); procedure g_Map_LoadState(Var Mem: TBinMemoryReader); +// build "possibly lit panels" index, so we can avoid looping over all level panels again and again +function g_Map_BuildPLP (ltminx, ltminy, ltmaxx, ltmaxy: Integer): Boolean; // returns `false` if no patels lit procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer); const @@ -1794,8 +1796,41 @@ begin end; end; +var + plpset: array of Integer = nil; // potentially lit panels + plpcount: Integer; // to avoid constant reallocations + +function g_Map_BuildPLP (ltminx, ltminy, ltmaxx, ltmaxy: Integer): Boolean; +var + idx: Integer; + panels: TPanelArray; +begin + panels := gWalls; + plpcount := 0; + if (ltminx < ltmaxx) and (ltminy < ltmaxy) then + begin + if panels <> nil then + begin + for idx := 0 to High(panels) do + begin + if (panels[idx].Width < 1) or (panels[idx].Height < 1) then continue; + if (panels[idx].X+panels[idx].Width <= ltminx) then continue; + if (panels[idx].Y+panels[idx].Height <= ltminy) then continue; + if (panels[idx].X > ltmaxx) then continue; + if (panels[idx].Y > ltmaxy) then continue; + if plpcount = length(plpset) then SetLength(plpset, plpcount+32768); + plpset[plpcount] := idx; + Inc(plpcount); + end; + //e_WriteLog(Format('%d panels left out of %d', [plpcount, Length(panels)]), MSG_NOTIFY); + end; + end; + result := (plpcount > 0); +end; + procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer); + (* old procedure drawPanels (var panels: TPanelArray); var a: Integer; @@ -1808,10 +1843,18 @@ procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: end; end; end; - + *) +var + idx: Integer; begin + (* drawPanels(gWalls); //drawPanels(gRenderForegrounds); + *) + for idx := 0 to plpcount-1 do + begin + gWalls[plpset[idx]].DrawShadowVolume(lightX, lightY, radius); + end; end; procedure g_Map_DrawBack(dx, dy: Integer);