Async lighting improvements
This commit is contained in:
parent
17ea975970
commit
983bb82a96
@ -30,11 +30,6 @@
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"textureSizeUniform" : "lightMapSize",
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"textureAddressing" : "clamp",
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"textureFiltering" : "linear"
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},
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"tileLightMap" : {
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"textureUniform" : "tileLightMap",
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"textureAddressing" : "clamp",
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"textureFiltering" : "linear"
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}
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},
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@ -6,9 +6,7 @@ uniform sampler2D texture2;
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uniform sampler2D texture3;
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uniform bool lightMapEnabled;
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uniform vec2 lightMapSize;
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uniform vec2 tileLightMapSize;
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uniform sampler2D lightMap;
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uniform sampler2D tileLightMap;
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uniform float lightMapMultiplier;
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varying vec2 fragmentTextureCoordinate;
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@ -55,16 +53,6 @@ vec4 bicubicSample(sampler2D texture, vec2 texcoord, vec2 texscale) {
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mix(sample1, sample0, sx), sy);
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}
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vec3 sampleLightMap(vec2 texcoord, vec2 texscale) {
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vec4 b = bicubicSample(tileLightMap, texcoord, texscale);
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vec4 a = bicubicSample(lightMap, texcoord, texscale);
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if (b.z <= 0.0)
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return a.rgb;
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return mix(a.rgb, b.rgb / b.z, b.z);
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}
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void main() {
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vec4 texColor;
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if (fragmentTextureIndex > 2.9) {
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@ -84,6 +72,6 @@ void main() {
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if (texColor.a == 0.99607843137)
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finalColor.a = fragmentColor.a;
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else if (lightMapEnabled && finalLightMapMultiplier > 0.0)
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finalColor.rgb *= sampleLightMap(fragmentLightMapCoordinate, 1.0 / lightMapSize) * finalLightMapMultiplier;
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finalColor.rgb *= bicubicSample(lightMap, fragmentLightMapCoordinate, 1.0 / lightMapSize).rgb * finalLightMapMultiplier;
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gl_FragColor = finalColor;
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}
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@ -89,12 +89,17 @@ void CellularLightingCalculator::calculate(Image& output) {
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output.reset(arrayMax[0] - arrayMin[0], arrayMax[1] - arrayMin[1], PixelFormat::RGB24);
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for (size_t x = arrayMin[0]; x < arrayMax[0]; ++x) {
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for (size_t y = arrayMin[1]; y < arrayMax[1]; ++y) {
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if (m_monochrome)
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if (m_monochrome) {
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for (size_t x = arrayMin[0]; x < arrayMax[0]; ++x) {
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for (size_t y = arrayMin[1]; y < arrayMax[1]; ++y) {
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output.set24(x - arrayMin[0], y - arrayMin[1], Color::grayf(m_lightArray.right().getLight(x, y)).toRgb());
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else
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}
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}
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} else {
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for (size_t x = arrayMin[0]; x < arrayMax[0]; ++x) {
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for (size_t y = arrayMin[1]; y < arrayMax[1]; ++y) {
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output.set24(x - arrayMin[0], y - arrayMin[1], Color::v3fToByte(m_lightArray.left().getLight(x, y)));
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}
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}
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}
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}
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@ -426,7 +426,14 @@ void ClientApplication::render() {
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LogMap::set("client_render_world_client", strf(u8"{:05d}\u00b5s", Time::monotonicMicroseconds() - clientStart));
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auto paintStart = Time::monotonicMicroseconds();
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m_worldPainter->render(m_renderData, [&]() { worldClient->waitForLighting(&m_renderData.lightMap); });
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m_worldPainter->render(m_renderData, [&]() -> bool {
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if (auto newMinPosition = worldClient->waitForLighting(&m_renderData.lightMap)) {
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m_renderData.lightMinPosition = *newMinPosition;
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return true;
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} else {
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return false;
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}
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});
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LogMap::set("client_render_world_painter", strf(u8"{:05d}\u00b5s", Time::monotonicMicroseconds() - paintStart));
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LogMap::set("client_render_world_total", strf(u8"{:05d}\u00b5s", Time::monotonicMicroseconds() - totalStart));
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}
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@ -428,7 +428,7 @@ void WorldClient::render(WorldRenderData& renderData, unsigned bufferTiles) {
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}
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List<LightSource> renderLightSources;
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List<PreviewTile> previewTiles;
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m_previewTiles.clear();
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renderData.geometry = m_geometry;
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@ -444,43 +444,20 @@ void WorldClient::render(WorldRenderData& renderData, unsigned bufferTiles) {
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RectI window = m_clientState.window();
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RectI tileRange = window.padded(bufferTiles);
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RectI lightRange = window.padded(1);
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//Kae: Padded by one to fix light spread issues at the edges of the frame.
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renderData.tileMinPosition = tileRange.min();
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renderData.lightMinPosition = lightRange.min();
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Vec2U lightSize(lightRange.size());
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renderData.tileLightMap.reset(lightSize, PixelFormat::RGBA32);
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renderData.tileLightMap.fill(Vec4B::filled(0));
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if (m_fullBright) {
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renderData.lightMap.reset(lightSize, PixelFormat::RGB24);
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renderData.lightMap.fill(Vec3B(255, 255, 255));
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} else {
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m_lightingCalculator.begin(lightRange);
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if (!m_asyncLighting)
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lightingTileGather();
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for (auto const& light : renderLightSources) {
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Vec2F position = m_geometry.nearestTo(Vec2F(m_lightingCalculator.calculationRegion().min()), light.position);
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if (light.pointLight)
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m_lightingCalculator.addPointLight(position, Color::v3bToFloat(light.color), light.pointBeam, light.beamAngle, light.beamAmbience);
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else
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m_lightingCalculator.addSpreadLight(position, Color::v3bToFloat(light.color));
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}
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for (auto const& lightPair : m_particles->lightSources()) {
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Vec2F position = m_geometry.nearestTo(Vec2F(m_lightingCalculator.calculationRegion().min()), lightPair.first);
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m_lightingCalculator.addSpreadLight(position, Color::v3bToFloat(lightPair.second));
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}
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if (!m_fullBright) {
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{
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MutexLocker m_prepLocker(m_lightMapPrepMutex);
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m_pendingLights = std::move(renderLightSources);
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m_pendingParticleLights = std::move(m_particles->lightSources());
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m_pendingLightRange = window.padded(1);
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} //Kae: Padded by one to fix light spread issues at the edges of the frame.
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if (m_asyncLighting)
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m_lightingCond.signal();
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else
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m_lightingCalculator.calculate(m_lightMap);
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lightingCalc();
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}
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float pulseAmount = Root::singleton().assets()->json("/highlights.config:interactivePulseAmount").toFloat();
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@ -545,7 +522,7 @@ void WorldClient::render(WorldRenderData& renderData, unsigned bufferTiles) {
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m_particles->addParticles(std::move(renderCallback.particles));
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m_samples.appendAll(std::move(renderCallback.audios));
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previewTiles.appendAll(std::move(renderCallback.previewTiles));
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m_previewTiles.appendAll(std::move(renderCallback.previewTiles));
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renderData.overheadBars.appendAll(std::move(renderCallback.overheadBars));
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}, [](EntityPtr const& a, EntityPtr const& b) {
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@ -596,7 +573,7 @@ void WorldClient::render(WorldRenderData& renderData, unsigned bufferTiles) {
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}
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}
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for (auto const& previewTile : previewTiles) {
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for (auto const& previewTile : m_previewTiles) {
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Vec2I tileArrayPos = m_geometry.diff(previewTile.position, renderData.tileMinPosition);
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if (tileArrayPos[0] >= 0 && tileArrayPos[0] < (int)renderData.tiles.size(0) && tileArrayPos[1] >= 0 && tileArrayPos[1] < (int)renderData.tiles.size(1)) {
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RenderTile& renderTile = renderData.tiles(tileArrayPos[0], tileArrayPos[1]);
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@ -621,12 +598,6 @@ void WorldClient::render(WorldRenderData& renderData, unsigned bufferTiles) {
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renderTile.liquidLevel = 255;
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}
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}
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if (previewTile.updateLight) {
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Vec2I lightArrayPos = m_geometry.diff(previewTile.position, renderData.lightMinPosition);
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if (lightArrayPos[0] >= 0 && lightArrayPos[0] < (int)renderData.tileLightMap.width() && lightArrayPos[1] >= 0 && lightArrayPos[1] < (int)renderData.tileLightMap.height())
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renderData.tileLightMap.set(Vec2U(lightArrayPos), previewTile.light);
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}
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}
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renderData.particles = &m_particles->particles();
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@ -1090,8 +1061,6 @@ void WorldClient::update(float dt) {
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auto assets = Root::singleton().assets();
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m_lightingCalculator.setMonochrome(Root::singleton().configuration()->get("monochromeLighting").toBool());
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float expireTime = min(float(m_latency + 800), 2000.f);
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auto now = Time::monotonicMilliseconds();
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eraseWhere(m_predictedTiles, [&](auto& pair) {
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@ -1406,10 +1375,21 @@ void WorldClient::collectLiquid(List<Vec2I> const& tilePositions, LiquidId liqui
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m_outgoingPackets.append(make_shared<CollectLiquidPacket>(tilePositions, liquidId));
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}
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void WorldClient::waitForLighting(Image* out) {
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MutexLocker lock(m_lightMapMutex);
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if (out)
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Maybe<Vec2I> WorldClient::waitForLighting(Image* out) {
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MutexLocker prepLocker(m_lightMapPrepMutex);
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MutexLocker lightMapLocker(m_lightMapMutex);
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if (out && !m_lightMap.empty()) {
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for (auto& previewTile : m_previewTiles) {
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if (previewTile.updateLight) {
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Vec2I lightArrayPos = m_geometry.diff(previewTile.position, m_lightMinPosition);
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if (lightArrayPos[0] >= 0 && lightArrayPos[0] < (int)m_lightMap.width() && lightArrayPos[1] >= 0 && lightArrayPos[1] < (int)m_lightMap.height())
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m_lightMap.set(Vec2U(lightArrayPos), previewTile.light);
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}
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}
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*out = std::move(m_lightMap);
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return m_lightMinPosition;
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}
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return {};
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}
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WorldClient::BroadcastCallback& WorldClient::broadcastCallback() {
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@ -1629,11 +1609,11 @@ void WorldClient::lightingTileGather() {
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// Each column in tileEvalColumns is guaranteed to be no larger than the sector size.
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size_t lights = 0;
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m_tileArray->tileEvalColumns(m_lightingCalculator.calculationRegion(), [&](Vec2I const& pos, ClientTile const* column, size_t ySize) {
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size_t baseIndex = m_lightingCalculator.baseIndexFor(pos);
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for (size_t y = 0; y < ySize; ++y) {
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auto& tile = column[y];
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Vec3F light;
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if (tile.foreground != EmptyMaterialId || tile.foregroundMod != NoModId)
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light += materialDatabase->radiantLight(tile.foreground, tile.foregroundMod);
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@ -1646,9 +1626,43 @@ void WorldClient::lightingTileGather() {
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if (tile.backgroundLightTransparent && pos[1] + y > undergroundLevel)
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light += environmentLight;
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}
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m_lightingCalculator.setCellIndex(baseIndex + y, std::move(light), !tile.foregroundLightTransparent);
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if (light.max() > 0.0f)
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++lights;
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m_lightingCalculator.setCellIndex(baseIndex + y, light, !tile.foregroundLightTransparent);
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}
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});
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LogMap::set("client_render_world_async_light_tiles", toString(lights));
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}
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void WorldClient::lightingCalc() {
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MutexLocker prepLocker(m_lightMapPrepMutex);
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RectI lightRange = m_pendingLightRange;
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List<LightSource> lights = std::move(m_pendingLights);
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List<std::pair<Vec2F, Vec3B>> particleLights = std::move(m_pendingParticleLights);
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m_lightingCalculator.setMonochrome(Root::singleton().configuration()->get("monochromeLighting").toBool());
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m_lightingCalculator.begin(lightRange);
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lightingTileGather();
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prepLocker.unlock();
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for (auto const& light : lights) {
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Vec2F position = m_geometry.nearestTo(Vec2F(m_lightingCalculator.calculationRegion().min()), light.position);
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if (light.pointLight)
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m_lightingCalculator.addPointLight(position, Color::v3bToFloat(light.color), light.pointBeam, light.beamAngle, light.beamAmbience);
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else
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m_lightingCalculator.addSpreadLight(position, Color::v3bToFloat(light.color));
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}
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for (auto const& lightPair : particleLights) {
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Vec2F position = m_geometry.nearestTo(Vec2F(m_lightingCalculator.calculationRegion().min()), lightPair.first);
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m_lightingCalculator.addSpreadLight(position, Color::v3bToFloat(lightPair.second));
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}
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m_lightingCalculator.calculate(m_pendingLightMap);
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{
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MutexLocker mapLocker(m_lightMapMutex);
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m_lightMinPosition = lightRange.min();
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m_lightMap = std::move(m_pendingLightMap);
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}
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}
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void WorldClient::lightingMain() {
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@ -1658,11 +1672,8 @@ void WorldClient::lightingMain() {
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if (m_stopLightingThread)
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return;
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MutexLocker mapLocker(m_lightMapMutex);
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int64_t start = Time::monotonicMicroseconds();
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lightingTileGather();
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m_lightingCalculator.calculate(m_lightMap);
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mapLocker.unlock();
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lightingCalc();
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LogMap::set("client_render_world_async_light_calc", strf(u8"{:05d}\u00b5s", Time::monotonicMicroseconds() - start));
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}
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}
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@ -170,7 +170,7 @@ public:
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void collectLiquid(List<Vec2I> const& tilePositions, LiquidId liquidId);
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void waitForLighting(Image* out = nullptr);
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Maybe<Vec2I> waitForLighting(Image* out = nullptr);
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typedef std::function<bool(PlayerPtr, StringView)> BroadcastCallback;
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BroadcastCallback& broadcastCallback();
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@ -210,6 +210,7 @@ private:
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typedef function<ClientTile const& (Vec2I)> ClientTileGetter;
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void lightingTileGather();
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void lightingCalc();
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void lightingMain();
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void initWorld(WorldStartPacket const& packet);
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@ -272,10 +273,19 @@ private:
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Mutex m_lightingMutex;
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ConditionVariable m_lightingCond;
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Mutex m_lightMapMutex;
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Image m_lightMap;
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atomic<bool> m_stopLightingThread;
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Mutex m_lightMapPrepMutex;
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Mutex m_lightMapMutex;
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Image m_pendingLightMap;
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Image m_lightMap;
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List<LightSource> m_pendingLights;
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List<std::pair<Vec2F, Vec3B>> m_pendingParticleLights;
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RectI m_pendingLightRange;
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Vec2I m_lightMinPosition;
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List<PreviewTile> m_previewTiles;
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SkyPtr m_sky;
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CollisionGenerator m_collisionGenerator;
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@ -26,7 +26,6 @@ struct WorldRenderData {
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RenderTileArray tiles;
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Vec2I lightMinPosition;
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Image lightMap;
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Image tileLightMap;
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List<EntityDrawables> entityDrawables;
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List<Particle> const* particles;
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@ -49,7 +49,7 @@ void WorldPainter::update(float dt) {
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m_environmentPainter->update(dt);
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}
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void WorldPainter::render(WorldRenderData& renderData, function<void()> lightWaiter) {
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void WorldPainter::render(WorldRenderData& renderData, function<bool()> lightWaiter) {
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m_camera.setScreenSize(m_renderer->screenSize());
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m_camera.setTargetPixelRatio(Root::singleton().configuration()->get("zoomLevel").toFloat());
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@ -76,23 +76,24 @@ void WorldPainter::render(WorldRenderData& renderData, function<void()> lightWai
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m_renderer->flush();
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bool lightMapUpdated = false;
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if (lightWaiter) {
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auto start = Time::monotonicMicroseconds();
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lightWaiter();
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lightMapUpdated = lightWaiter();
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LogMap::set("client_render_world_async_light_wait", strf(u8"{:05d}\u00b5s", Time::monotonicMicroseconds() - start));
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}
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if (renderData.isFullbright) {
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m_renderer->setEffectTexture("lightMap", Image::filled(Vec2U(1, 1), { 255, 255, 255, 255 }, PixelFormat::RGB24));
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m_renderer->setEffectTexture("tileLightMap", Image::filled(Vec2U(1, 1), { 0, 0, 0, 0 }, PixelFormat::RGBA32));
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m_renderer->setEffectParameter("lightMapMultiplier", 1.0f);
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} else {
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adjustLighting(renderData);
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if (lightMapUpdated) {
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adjustLighting(renderData);
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m_renderer->setEffectTexture("lightMap", renderData.lightMap);
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}
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m_renderer->setEffectParameter("lightMapMultiplier", m_assets->json("/rendering.config:lightMapMultiplier").toFloat());
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m_renderer->setEffectParameter("lightMapScale", Vec2F::filled(TilePixels * m_camera.pixelRatio()));
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m_renderer->setEffectParameter("lightMapOffset", m_camera.worldToScreen(Vec2F(renderData.lightMinPosition)));
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m_renderer->setEffectTexture("lightMap", renderData.lightMap);
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m_renderer->setEffectTexture("tileLightMap", renderData.tileLightMap);
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}
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// Parallax layers
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@ -23,7 +23,7 @@ public:
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WorldCamera& camera();
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void update(float dt);
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void render(WorldRenderData& renderData, function<void()> lightWaiter);
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void render(WorldRenderData& renderData, function<bool()> lightWaiter);
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void adjustLighting(WorldRenderData& renderData);
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private:
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