From: Ketmar Dark Date: Wed, 16 Aug 2017 08:39:23 +0000 (+0300) Subject: replaced "pvs" for lights with grid X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=commitdiff_plain;h=422b1bad780adc75cee9edc8ef16092f29181951 replaced "pvs" for lights with grid --- diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 96c9856..206d6e4 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -2632,7 +2632,6 @@ var //R: TRect; lln: Integer; lx, ly, lrad: Integer; - ltminx, ltminy, ltmaxx, ltmaxy: Integer; begin if (p = nil) or (p.FDummy) then begin @@ -2734,84 +2733,62 @@ begin g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2); g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER); + //TODO: lights should be in separate grid, i think + // but on the other side: grid may be slower for dynlights, as their lifetime is short if gwin_has_stencil and (g_dynLightCount > 0) then begin - // get light bounds - ltminx := $3fffffff; - ltminy := $3fffffff; - ltmaxx := -$3fffffff; - ltmaxy := -$3fffffff; + // setup OpenGL parameters + glStencilMask($FFFFFFFF); + glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF); + glEnable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); + glClear(GL_STENCIL_BUFFER_BIT); + glStencilFunc(GL_EQUAL, 0, $ff); for lln := 0 to g_dynLightCount-1 do begin - lx := g_dynLights[lln].x-sX; - ly := g_dynLights[lln].y-sY; + lx := g_dynLights[lln].x; + ly := g_dynLights[lln].y; lrad := g_dynLights[lln].radius; if lrad < 3 then continue; - if lx+lrad < 0 then continue; - if ly+lrad < 0 then continue; - if lx-lrad >= gPlayerScreenSize.X then continue; - if ly-lrad >= gPlayerScreenSize.Y then continue; - - lx := lx+sX; - ly := ly+sY; - - if ltminx > lx-lrad then ltminx := lx-lrad; - if ltminy > ly-lrad then ltminy := ly-lrad; - if ltmaxx < lx+lrad then ltmaxx := lx+lrad; - if ltmaxy < ly+lrad then ltmaxy := ly+lrad; - end; - - if g_Map_BuildPLP(ltminx, ltminy, ltmaxx, ltmaxy) then - begin - // setup OpenGL parameters - glStencilMask($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); + if lx-sX+lrad < 0 then continue; + if ly-sY+lrad < 0 then continue; + if lx-sX-lrad >= gPlayerScreenSize.X then continue; + if ly-sY-lrad >= gPlayerScreenSize.Y 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); - glDisable(GL_SCISSOR_TEST); - glScissor(0, 0, sWidth, sHeight); + 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; g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE); diff --git a/src/game/g_map.pas b/src/game/g_map.pas index 730812c..b2e35c0 100644 --- a/src/game/g_map.pas +++ b/src/game/g_map.pas @@ -89,8 +89,6 @@ 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 @@ -1912,67 +1910,23 @@ 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); + function qq (obj: TObject; tag: Integer): Boolean; var - a: Integer; + pan: TPanel; begin - if panels <> nil then - begin - for a := 0 to High(panels) do - begin - panels[a].DrawShadowVolume(lightX, lightY, radius); - end; - end; + result := false; // don't stop, ever + if (tag <> PANEL_WALL) then exit; // only walls + pan := (obj as TPanel); + pan.DrawShadowVolume(lightX, lightY, radius); 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; + gMapGrid.forEachInAABB(lightX-radius, lightY-radius, radius*2, radius*2, qq); end; + procedure g_Map_DrawBack(dx, dy: Integer); begin if gDrawBackGround and (BackID <> DWORD(-1)) then