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https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 15:22:08 +00:00
Retrieve the light list on the fly rather than try to sync it
This commit is contained in:
parent
2549b0fa57
commit
ad97b5408a
7 changed files with 81 additions and 27 deletions
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@ -90,10 +90,8 @@ struct LevelMeshSurface
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//
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//
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inline uint32_t Area() const { return texWidth * texHeight; }
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inline uint32_t Area() const { return texWidth * texHeight; }
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// Touching light sources
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std::vector<const LevelMeshLight*> LightList;
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int LightListPos = -1;
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int LightListPos = -1;
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int LightListCount = 0;
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int LightListResetCounter = -1;
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int LightListResetCounter = -1;
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};
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};
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@ -209,7 +207,7 @@ public:
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virtual unsigned int GetSurfaceIndex(const LevelMeshSurface* surface) const { return 0xffffffff; }
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virtual unsigned int GetSurfaceIndex(const LevelMeshSurface* surface) const { return 0xffffffff; }
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virtual int GetSurfaceCount() { return 0; }
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virtual int GetSurfaceCount() { return 0; }
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virtual void UpdateLightLists() { }
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virtual int AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLight* list, int listMaxSize) { return 0; }
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TArray<LevelMeshSmoothingGroup> SmoothingGroups;
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TArray<LevelMeshSmoothingGroup> SmoothingGroups;
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TArray<LevelMeshPortal> Portals;
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TArray<LevelMeshPortal> Portals;
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@ -30,6 +30,8 @@ VkLightmap::VkLightmap(VulkanRenderDevice* fb) : fb(fb)
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{
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{
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useRayQuery = fb->GetDevice()->PhysicalDevice.Features.RayQuery.rayQuery;
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useRayQuery = fb->GetDevice()->PhysicalDevice.Features.RayQuery.rayQuery;
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templightlist.Resize(128);
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CreateUniformBuffer();
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CreateUniformBuffer();
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CreateLightBuffer();
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CreateLightBuffer();
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CreateTileBuffer();
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CreateTileBuffer();
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@ -158,11 +160,11 @@ void VkLightmap::Render()
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auto& selectedSurface = selectedSurfaces[i];
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auto& selectedSurface = selectedSurfaces[i];
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LevelMeshSurface* targetSurface = selectedSurface.Surface;
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LevelMeshSurface* targetSurface = selectedSurface.Surface;
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if (targetSurface->LightList.empty() && (targetSurface->plane.XYZ() | mesh->SunDirection) < 0.0f) // No lights, no sun
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/*if (targetSurface->LightList.empty() && (targetSurface->plane.XYZ() | mesh->SunDirection) < 0.0f) // No lights, no sun
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{
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{
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selectedSurface.Rendered = true;
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selectedSurface.Rendered = true;
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continue;
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continue;
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}
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}*/
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LightmapRaytracePC pc;
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LightmapRaytracePC pc;
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pc.TileX = (float)selectedSurface.X;
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pc.TileX = (float)selectedSurface.X;
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@ -193,10 +195,10 @@ void VkLightmap::Render()
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// Paint all surfaces visible in the tile
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// Paint all surfaces visible in the tile
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for (LevelMeshSurface* surface : targetSurface->tileSurfaces)
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for (LevelMeshSurface* surface : targetSurface->tileSurfaces)
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{
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{
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int lightCount = (int)surface->LightList.size();
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if (surface->LightListResetCounter != lights.ResetCounter)
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if (surface->LightListResetCounter != lights.ResetCounter)
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{
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{
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int lightCount = mesh->AddSurfaceLights(surface, templightlist.Data(), (int)templightlist.Size());
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if (lights.Pos + lightCount > lights.BufferSize)
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if (lights.Pos + lightCount > lights.BufferSize)
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{
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{
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// Our light buffer is full. Postpone the rest.
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// Our light buffer is full. Postpone the rest.
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@ -205,11 +207,13 @@ void VkLightmap::Render()
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}
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}
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surface->LightListPos = lights.Pos;
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surface->LightListPos = lights.Pos;
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surface->LightListCount = lightCount;
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surface->LightListResetCounter = lights.ResetCounter;
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surface->LightListResetCounter = lights.ResetCounter;
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LightInfo* lightinfo = &lights.Lights[lights.Pos];
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LightInfo* lightinfo = &lights.Lights[lights.Pos];
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for (const LevelMeshLight* light : surface->LightList)
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for (int i = 0; i < lightCount; i++)
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{
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{
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const LevelMeshLight* light = &templightlist[i];
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lightinfo->Origin = light->Origin;
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lightinfo->Origin = light->Origin;
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lightinfo->RelativeOrigin = light->RelativeOrigin;
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lightinfo->RelativeOrigin = light->RelativeOrigin;
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lightinfo->Radius = light->Radius;
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lightinfo->Radius = light->Radius;
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@ -225,7 +229,7 @@ void VkLightmap::Render()
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}
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}
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pc.LightStart = surface->LightListPos;
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pc.LightStart = surface->LightListPos;
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pc.LightEnd = pc.LightStart + lightCount;
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pc.LightEnd = pc.LightStart + surface->LightListCount;
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cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapRaytracePC), &pc);
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cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapRaytracePC), &pc);
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cmdbuffer->drawIndexed(surface->numElements, 1, surface->startElementIndex, 0, 0);
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cmdbuffer->drawIndexed(surface->numElements, 1, surface->startElementIndex, 0, 0);
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}
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}
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@ -159,6 +159,7 @@ private:
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TArray<SelectedSurface> selectedSurfaces;
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TArray<SelectedSurface> selectedSurfaces;
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TArray<TArray<SelectedSurface*>> copylists;
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TArray<TArray<SelectedSurface*>> copylists;
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TArray<LevelMeshLight> templightlist;
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struct
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struct
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{
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{
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@ -483,7 +483,6 @@ void VulkanRenderDevice::BeginFrame()
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if (levelMesh && levelMesh->GetSurfaceCount() > 0)
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if (levelMesh && levelMesh->GetSurfaceCount() > 0)
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{
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{
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levelMesh->UpdateLightLists();
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GetTextureManager()->CreateLightmap(levelMesh->LMTextureSize, levelMesh->LMTextureCount, std::move(levelMesh->LMTextureData));
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GetTextureManager()->CreateLightmap(levelMesh->LMTextureSize, levelMesh->LMTextureCount, std::move(levelMesh->LMTextureData));
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GetLightmap()->SetLevelMesh(levelMesh);
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GetLightmap()->SetLevelMesh(levelMesh);
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}
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}
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@ -363,6 +363,72 @@ void DoomLevelMesh::CreatePortals()
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}
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}
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}
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}
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int DoomLevelMesh::AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLight* list, int listMaxSize)
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{
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const DoomLevelMeshSurface* doomsurf = static_cast<const DoomLevelMeshSurface*>(surface);
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FLightNode* node = nullptr;
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if (doomsurf->Type == ST_FLOOR || doomsurf->Type == ST_CEILING)
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{
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node = doomsurf->Subsector->section->lighthead;
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}
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else if (doomsurf->Type == ST_MIDDLESIDE || doomsurf->Type == ST_UPPERSIDE || doomsurf->Type == ST_LOWERSIDE)
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{
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node = doomsurf->Side->lighthead;
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}
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if (!node)
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return 0;
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int listpos = 0;
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while (node && listpos < listMaxSize)
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{
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FDynamicLight* light = node->lightsource;
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if (light && light->Trace())
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{
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DVector3 pos = light->Pos; //light->PosRelative(portalgroup);
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LevelMeshLight& meshlight = list[listpos++];
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meshlight.Origin = { (float)pos.X, (float)pos.Y, (float)pos.Z };
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meshlight.RelativeOrigin = meshlight.Origin;
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meshlight.Radius = (float)light->GetRadius();
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meshlight.Intensity = (float)light->target->Alpha;
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if (light->IsSpot())
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{
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meshlight.InnerAngleCos = (float)light->pSpotInnerAngle->Cos();
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meshlight.OuterAngleCos = (float)light->pSpotOuterAngle->Cos();
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DAngle negPitch = -*light->pPitch;
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DAngle Angle = light->target->Angles.Yaw;
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double xzLen = negPitch.Cos();
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meshlight.SpotDir.X = float(-Angle.Cos() * xzLen);
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meshlight.SpotDir.Y = float(-Angle.Sin() * xzLen);
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meshlight.SpotDir.Z = float(-negPitch.Sin());
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}
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else
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{
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meshlight.InnerAngleCos = -1.0f;
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meshlight.OuterAngleCos = -1.0f;
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meshlight.SpotDir.X = 0.0f;
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meshlight.SpotDir.Y = 0.0f;
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meshlight.SpotDir.Z = 0.0f;
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}
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meshlight.Color.X = light->GetRed() * (1.0f / 255.0f);
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meshlight.Color.Y = light->GetGreen() * (1.0f / 255.0f);
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meshlight.Color.Z = light->GetBlue() * (1.0f / 255.0f);
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if (light->Sector)
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meshlight.SectorGroup = sectorGroup[light->Sector->Index()];
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else
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meshlight.SectorGroup = 0;
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}
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node = node->nextLight;
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}
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return listpos;
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}
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#if 0
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void DoomLevelMesh::PropagateLight(const LevelMeshLight* light, std::set<LevelMeshPortal, RecursivePortalComparator>& touchedPortals, int lightPropagationRecursiveDepth)
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void DoomLevelMesh::PropagateLight(const LevelMeshLight* light, std::set<LevelMeshPortal, RecursivePortalComparator>& touchedPortals, int lightPropagationRecursiveDepth)
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{
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{
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if (++lightPropagationRecursiveDepth > 32) // TODO is this too much?
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if (++lightPropagationRecursiveDepth > 32) // TODO is this too much?
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@ -495,11 +561,7 @@ void DoomLevelMesh::CreateLightList()
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PropagateLight(Lights[i].get(), touchedPortals, 0);
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PropagateLight(Lights[i].get(), touchedPortals, 0);
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}
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}
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}
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}
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#endif
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void DoomLevelMesh::UpdateLightLists()
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{
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CreateLightList(); // full recreation
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}
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void DoomLevelMesh::BindLightmapSurfacesToGeometry(FLevelLocals& doomMap)
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void DoomLevelMesh::BindLightmapSurfacesToGeometry(FLevelLocals& doomMap)
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{
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{
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@ -39,13 +39,12 @@ public:
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return surface && surface->bSky;
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return surface && surface->bSky;
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}
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}
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void UpdateLightLists() override;
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int AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLight* list, int listMaxSize) override;
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LevelMeshSurface* GetSurface(int index) override { return &Surfaces[index]; }
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LevelMeshSurface* GetSurface(int index) override { return &Surfaces[index]; }
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unsigned int GetSurfaceIndex(const LevelMeshSurface* surface) const override { return (unsigned int)(ptrdiff_t)(static_cast<const DoomLevelMeshSurface*>(surface) - Surfaces.Data()); }
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unsigned int GetSurfaceIndex(const LevelMeshSurface* surface) const override { return (unsigned int)(ptrdiff_t)(static_cast<const DoomLevelMeshSurface*>(surface) - Surfaces.Data()); }
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int GetSurfaceCount() override { return Surfaces.Size(); }
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int GetSurfaceCount() override { return Surfaces.Size(); }
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TArray<DoomLevelMeshSurface> Surfaces;
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TArray<DoomLevelMeshSurface> Surfaces;
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std::vector<std::unique_ptr<LevelMeshLight>> Lights;
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std::vector<std::unique_ptr<LevelMeshLight>> Lights;
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TArray<FVector2> LightmapUvs;
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TArray<FVector2> LightmapUvs;
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@ -72,9 +71,6 @@ private:
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void SetSideLightmap(DoomLevelMeshSurface* surface);
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void SetSideLightmap(DoomLevelMeshSurface* surface);
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void SetupLightmapUvs(FLevelLocals& doomMap);
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void SetupLightmapUvs(FLevelLocals& doomMap);
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void PropagateLight(const LevelMeshLight* light, std::set<LevelMeshPortal, RecursivePortalComparator>& touchedPortals, int lightPropagationRecursiveDepth);
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void CreateLightList();
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static bool IsTopSideSky(sector_t* frontsector, sector_t* backsector, side_t* side);
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static bool IsTopSideSky(sector_t* frontsector, sector_t* backsector, side_t* side);
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static bool IsTopSideVisible(side_t* side);
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static bool IsTopSideVisible(side_t* side);
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@ -429,12 +429,6 @@ void HWDrawInfo::UpdateLightmaps()
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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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if (lm_always_update) // To do: this is stupid, but it lets us see the move for now!
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{
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//level.levelMesh->UpdateLightLists();
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}
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screen->UpdateLightmaps(VisibleSurfaces);
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screen->UpdateLightmaps(VisibleSurfaces);
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}
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}
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