Optimize lightmap lump loading

This commit is contained in:
RaveYard 2023-09-18 15:20:10 +02:00 committed by Christoph Oelckers
parent b8146e323c
commit b40269e3fe

View file

@ -3035,14 +3035,22 @@ void MapLoader::LoadLightmap(MapData* map)
// Load the surfaces we have lightmap data for
// TODO more optimized way:
const int surfaceTypes = 5; // ST_CEILING, ST_FLOOR, etc.
TMap<int, TArray<DoomLevelMeshSurface*>> surfaceGroups[surfaceTypes]; // Let's assume there is only a handful of 3d floor surfaces matching the same typeIndex
auto findSurfaceIndex = [&](int type, int index, const sector_t* sec) {
const auto& surfaces = Level->levelMesh->Surfaces;
for (unsigned i = 0, count = surfaces.Size(); i < count; ++i)
const auto* surfaces = surfaceGroups[type - 1].CheckKey(index);
if (surfaces)
{
if (surfaces[i].Type == type && surfaces[i].typeIndex == index && sec == surfaces[i].ControlSector)
for (unsigned i = 0, count = surfaces->Size(); i < count; ++i)
{
return i;
const auto surface = (*surfaces)[i];
if (surface->ControlSector == sec)
{
return Level->levelMesh->GetSurfaceIndex(surface);
}
}
}
return 0xffffffff;
@ -3060,14 +3068,28 @@ void MapLoader::LoadLightmap(MapData* map)
uint16_t width, height; // in pixels
uint32_t pixelsOffset; // offset in pixels array
uint32_t uvCount, uvOffset;
DoomLevelMeshSurface* targetSurface;
};
TMap<DoomLevelMeshSurface*, int> detectedSurfaces;
TArray<SurfaceEntry> zdraySurfaces;
TArray<SurfaceEntry> zdraySurfaces; // TODO reserve ahead of time 'numSurfaces'
for (auto& surface : Level->levelMesh->Surfaces)
{
surface.needsUpdate = false; // let's consider everything valid until we make a mistake trying to change this surface
if (surface.Type > ST_UNKNOWN && surface.Type <= ST_FLOOR)
{
if (auto list = surfaceGroups[surface.Type - 1].CheckKey(surface.typeIndex))
{
list->Push(&surface);
}
else
{
surfaceGroups[surface.Type - 1].InsertNew(surface.typeIndex).Push(&surface);
}
}
}
for (uint32_t i = 0; i < numSurfaces; i++)
@ -3086,6 +3108,16 @@ void MapLoader::LoadLightmap(MapData* map)
// Check against the internal levelmesh
if (surface.type <= ST_UNKNOWN || surface.type > ST_FLOOR)
{
errors = true;
if (developer >= 1)
{
Printf(PRINT_HIGH, "Lightmap lump surface index %d uses invalid type %d\n", i, surface.type);
}
continue;
}
if (i >= Level->levelMesh->Surfaces.Size())
{
errors = true;
@ -3123,11 +3155,12 @@ void MapLoader::LoadLightmap(MapData* map)
(*ptr)++;
if (developer >= 1)
{
Printf(PRINT_HIGH, "Lightmap lump surface index %d is referencing surface %d (ref count: %d). Surface type:%d, typeindex:%d, controlsector:%d\n", i, Level->levelMesh->GetSurfaceIndex(levelSurface), ptr, surface.type, surface.typeIndex, surface.controlSector);
Printf(PRINT_HIGH, "Lightmap lump surface index %d is referencing surface %d (ref count: %d). Surface type:%d, typeindex:%d, controlsector:%d\n", i, Level->levelMesh->GetSurfaceIndex(levelSurface), *ptr, surface.type, surface.typeIndex, surface.controlSector);
}
}
else
{
surface.targetSurface = levelSurface;
detectedSurfaces.Insert(levelSurface, 1);
zdraySurfaces.Push(surface);
}
@ -3210,7 +3243,7 @@ void MapLoader::LoadLightmap(MapData* map)
{
++index; // for debug output
auto& realSurface = Level->levelMesh->Surfaces[findSurfaceIndex(surface.type, surface.typeIndex, getControlSector(surface.controlSector))];
auto& realSurface = *surface.targetSurface;
// calculate pixel positions
const uint32_t srcPixelOffset = surface.pixelsOffset;