Improve dynamic light performance by only including lights if they touch a column or span

This commit is contained in:
Magnus Norddahl 2016-12-22 21:34:03 +01:00
parent 9a529192b0
commit b0a96af220
2 changed files with 40 additions and 24 deletions

View file

@ -274,24 +274,32 @@ void R_MapPlane (int y, int x1)
visplane_light *cur_node = ds_light_list;
while (cur_node && nextlightindex < 64 * 1024)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = (float)(lightX * ViewSin - lightY * ViewCos);
light.y = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
light.z = (float)lightZ - dc_viewpos.Z;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
float lx = (float)(lightX * ViewSin - lightY * ViewCos);
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ - dc_viewpos.Z;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
light.y = light.y * light.y + light.z * light.z;
float lconstant = ly * ly + lz * lz;
// Include light only if it touches this row
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lx;
light.y = lconstant;
light.radius = 256.0f / radius;
light.color = (red << 16) | (green << 8) | blue;
}
cur_node = cur_node->next;
}

View file

@ -561,24 +561,32 @@ static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
light.y = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
light.z = (float)lightZ;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
light.x = light.x * light.x + light.y * light.y;
float lconstant = lx * lx + ly * ly;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
}
}
cur_node = cur_node->nextLight;