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https://github.com/ZDoom/gzdoom-gles.git
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Improve dynamic light performance by only including lights if they touch a column or span
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parent
9a529192b0
commit
b0a96af220
2 changed files with 40 additions and 24 deletions
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@ -274,24 +274,32 @@ void R_MapPlane (int y, int x1)
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visplane_light *cur_node = ds_light_list;
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visplane_light *cur_node = ds_light_list;
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while (cur_node && nextlightindex < 64 * 1024)
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while (cur_node && nextlightindex < 64 * 1024)
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{
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{
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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double lightX = cur_node->lightsource->X() - ViewPos.X;
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double lightX = cur_node->lightsource->X() - ViewPos.X;
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double lightY = cur_node->lightsource->Y() - ViewPos.Y;
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double lightY = cur_node->lightsource->Y() - ViewPos.Y;
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double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
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double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
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nextlightindex++;
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float lx = (float)(lightX * ViewSin - lightY * ViewCos);
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auto &light = dc_lights[dc_num_lights++];
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float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
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light.x = (float)(lightX * ViewSin - lightY * ViewCos);
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float lz = (float)lightZ - dc_viewpos.Z;
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light.y = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
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light.z = (float)lightZ - dc_viewpos.Z;
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light.radius = 256.0f / cur_node->lightsource->GetRadius();
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light.color = (red << 16) | (green << 8) | blue;
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// Precalculate the constant part of the dot here so the drawer doesn't have to.
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// Precalculate the constant part of the dot here so the drawer doesn't have to.
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light.y = light.y * light.y + light.z * light.z;
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float lconstant = ly * ly + lz * lz;
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// Include light only if it touches this row
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float radius = cur_node->lightsource->GetRadius();
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if (radius * radius >= lconstant)
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{
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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nextlightindex++;
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auto &light = dc_lights[dc_num_lights++];
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light.x = lx;
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light.y = lconstant;
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light.radius = 256.0f / radius;
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light.color = (red << 16) | (green << 8) | blue;
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}
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cur_node = cur_node->next;
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cur_node = cur_node->next;
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}
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}
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@ -561,24 +561,32 @@ static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1
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{
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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{
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{
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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double lightX = cur_node->lightsource->X() - ViewPos.X;
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double lightX = cur_node->lightsource->X() - ViewPos.X;
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double lightY = cur_node->lightsource->Y() - ViewPos.Y;
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double lightY = cur_node->lightsource->Y() - ViewPos.Y;
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double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
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double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
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nextlightindex++;
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float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
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auto &light = dc_lights[dc_num_lights++];
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float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
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light.x = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
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float lz = (float)lightZ;
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light.y = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
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light.z = (float)lightZ;
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light.radius = 256.0f / cur_node->lightsource->GetRadius();
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light.color = (red << 16) | (green << 8) | blue;
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// Precalculate the constant part of the dot here so the drawer doesn't have to.
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// Precalculate the constant part of the dot here so the drawer doesn't have to.
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light.x = light.x * light.x + light.y * light.y;
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float lconstant = lx * lx + ly * ly;
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// Include light only if it touches this column
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float radius = cur_node->lightsource->GetRadius();
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if (radius * radius >= lconstant)
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{
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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nextlightindex++;
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auto &light = dc_lights[dc_num_lights++];
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light.x = lconstant;
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light.z = lz;
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light.radius = 256.0f / cur_node->lightsource->GetRadius();
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light.color = (red << 16) | (green << 8) | blue;
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}
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}
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}
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cur_node = cur_node->nextLight;
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cur_node = cur_node->nextLight;
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