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https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 06:12:19 +00:00
Improve light probe lookup speed for large sectors by using a grid instead of subsectors
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parent
6a804cd4c7
commit
81f7b083c0
4 changed files with 98 additions and 33 deletions
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@ -457,6 +457,12 @@ public:
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int LMTextureSize = 0;
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TArray<uint16_t> LMTextureData;
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TArray<LightProbe> LightProbes;
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int LPMinX = 0;
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int LPMinY = 0;
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int LPWidth = 0;
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int LPHeight = 0;
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static const int LPCellSize = 32;
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TArray<LightProbeCell> LPCells;
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// Portal information.
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FDisplacementTable Displacements;
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@ -1622,8 +1622,6 @@ struct subsector_t
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FPortalCoverage portalcoverage[2];
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LightmapSurface *lightmap[2];
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LightProbe* firstprobe;
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uint32_t numprobes;
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};
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@ -1696,6 +1694,12 @@ struct LightProbe
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float Red, Green, Blue;
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};
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struct LightProbeCell
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{
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LightProbe* FirstProbe = nullptr;
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int NumProbes = 0;
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};
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//
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// OTHER TYPES
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//
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@ -3326,6 +3326,19 @@ void MapLoader::SetSideLightmap(const LightmapSurface &surface)
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void MapLoader::LoadLightmap(MapData *map)
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{
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// We have to reset everything as FLevelLocals is recycled between maps
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Level->LightProbes.Reset();
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Level->LPCells.Reset();
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Level->LMTexCoords.Reset();
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Level->LMSurfaces.Reset();
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Level->LMTextureData.Reset();
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Level->LMTextureCount = 0;
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Level->LMTextureSize = 0;
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Level->LPMinX = 0;
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Level->LPMinY = 0;
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Level->LPWidth = 0;
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Level->LPHeight = 0;
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if (!map->Size(ML_LIGHTMAP))
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return;
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@ -3351,36 +3364,67 @@ void MapLoader::LoadLightmap(MapData *map)
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if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0)
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return;
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if (numSubsectors != Level->subsectors.Size())
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/*if (numSubsectors != Level->subsectors.Size())
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{
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Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match\n");
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return;
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}
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Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match (%d in wad vs %d in engine)\n", (int)numSubsectors, (int)Level->subsectors.Size());
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}*/
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if (numLightProbes > 0)
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{
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Level->LightProbes.Resize(numLightProbes);
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fr.Read(&Level->LightProbes[0], sizeof(LightProbe) * numLightProbes);
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}
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if (Level->subsectors.Size() > 0)
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{
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TArray<uint32_t> counts;
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counts.Resize(Level->subsectors.Size());
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fr.Read(&counts[0], sizeof(uint32_t) * Level->subsectors.Size());
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// Sort the light probes so that they are ordered by cell.
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// This lets us point at the first probe knowing all other probes in the cell will follow.
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// Also improves locality.
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unsigned int startIndex = 0;
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for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
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double rcpCellSize = 1.0 / Level->LPCellSize;
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auto cellCompareLess = [=](const LightProbe& a, const LightProbe& b)
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{
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unsigned int count = counts[i];
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if (startIndex + count > Level->LightProbes.Size())
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double cellY_A = std::floor(a.Y * rcpCellSize);
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double cellY_B = std::floor(b.Y * rcpCellSize);
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if (cellY_A != cellY_B)
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return cellY_A < cellY_B;
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double cellX_A = std::floor(a.X * rcpCellSize);
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double cellX_B = std::floor(b.X * rcpCellSize);
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return cellX_A < cellX_B;
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};
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std::sort(Level->LightProbes.begin(), Level->LightProbes.end(), cellCompareLess);
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// Find probe bounds and the grid that covers it
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float probesMinX = Level->LightProbes[0].X;
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float probesMaxX = Level->LightProbes[0].X;
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float probesMinY = Level->LightProbes[0].Y;
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float probesMaxY = Level->LightProbes[0].Y;
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for (const LightProbe& p : Level->LightProbes)
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{
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Printf(PRINT_HIGH, "LoadLightmap: invalid light probe data\n");
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break;
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probesMinX = std::min(probesMinX, p.X);
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probesMaxX = std::max(probesMaxX, p.X);
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probesMinY = std::min(probesMinY, p.Y);
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probesMaxY = std::max(probesMaxY, p.Y);
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}
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Level->LPMinX = (int)std::floor(probesMinX * rcpCellSize);
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Level->LPMinY = (int)std::floor(probesMinY * rcpCellSize);
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Level->LPWidth = (int)std::floor(probesMaxX * rcpCellSize) + 1 - Level->LPMinX;
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Level->LPHeight = (int)std::floor(probesMaxY * rcpCellSize) + 1 - Level->LPMinY;
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// Place probes in a grid for faster search
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Level->LPCells.Resize(Level->LPWidth * Level->LPHeight);
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int minX = Level->LPMinX;
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int minY = Level->LPMinY;
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int width = Level->LPWidth;
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int height = Level->LPHeight;
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for (LightProbe& p : Level->LightProbes)
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{
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int gridX = (int)std::floor(p.X * rcpCellSize) - minX;
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int gridY = (int)std::floor(p.Y * rcpCellSize) - minY;
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if (gridX >= 0 && gridY >= 0 && gridX < width && gridY < height)
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{
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LightProbeCell& cell = Level->LPCells[gridX + (size_t)gridY * width];
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if (!cell.FirstProbe)
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cell.FirstProbe = &p;
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cell.NumProbes++;
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}
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Level->subsectors[i].firstprobe = &Level->LightProbes[startIndex];
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Level->subsectors[i].numprobes = count;
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startIndex += count;
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}
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}
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@ -51,13 +51,22 @@ LightProbe* FindLightProbe(FLevelLocals* level, float x, float y, float z)
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if (level->LightProbes.Size() > 0)
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{
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#if 1
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float radiusSquared = 32.0f * 32.0f;
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double rcpCellSize = 1.0 / level->LPCellSize;
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int gridCenterX = (int)std::floor(x * rcpCellSize) - level->LPMinX;
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int gridCenterY = (int)std::floor(y * rcpCellSize) - level->LPMinY;
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int gridWidth = level->LPWidth;
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int gridHeight = level->LPHeight;
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float lastdist = 0.0f;
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BSPWalkCircle(level, x, y, radiusSquared, [&](subsector_t* subsector) // Iterate through all subsectors potentially touched by actor
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for (int gridY = gridCenterY - 1; gridY <= gridCenterY + 1; gridY++)
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{
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for (uint32_t i = 0; i < subsector->numprobes; i++)
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for (int gridX = gridCenterX - 1; gridX <= gridCenterX + 1; gridX++)
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{
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LightProbe* probe = subsector->firstprobe + i;
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if (gridX >= 0 && gridY >= 0 && gridX < gridWidth && gridY < gridHeight)
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{
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const LightProbeCell& cell = level->LPCells[gridX + (size_t)gridY * gridWidth];
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for (int i = 0; i < cell.NumProbes; i++)
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{
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LightProbe* probe = cell.FirstProbe + i;
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float dx = probe->X - x;
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float dy = probe->Y - y;
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float dz = probe->Z - z;
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@ -68,7 +77,9 @@ LightProbe* FindLightProbe(FLevelLocals* level, float x, float y, float z)
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lastdist = dist;
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}
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}
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});
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}
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}
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}
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#else
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float lastdist = 0.0f;
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for (unsigned int i = 0; i < level->LightProbes.Size(); i++)
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