Added new and experimental clientside worldlight iteration method

This commit is contained in:
Blixibon 2021-04-23 22:58:16 -05:00
parent 425057453b
commit 7f423759d5
2 changed files with 199 additions and 4 deletions

View File

@ -27,6 +27,10 @@
static IVEngineServer *g_pEngineServer = NULL;
#ifdef MAPBASE
ConVar cl_worldlight_use_new_method("cl_worldlight_use_new_method", "1", FCVAR_NONE, "Uses the new world light iteration method which splits lights into multiple lists for each cluster.");
#endif
//-----------------------------------------------------------------------------
// Singleton exposure
//-----------------------------------------------------------------------------
@ -192,6 +196,83 @@ void CWorldLights::LevelInitPreEntity()
g_pFullFileSystem->Close(hFile);
DevMsg("CWorldLights: load successful (%d lights at 0x%p)\n", m_nWorldLights, m_pWorldLights);
#ifdef MAPBASE
// Now that the lights have been gathered, begin separating them into lists for each PVS cluster.
// This code is adapted from the soundscape cluster list code (see soundscape_system.cpp) and is intended to
// reduce frame drops in large maps which use dynamic RTT shadow angles.
CUtlVector<bbox_t> clusterbounds;
int clusterCount = g_pEngineServer->GetClusterCount();
clusterbounds.SetCount( clusterCount );
g_pEngineServer->GetAllClusterBounds( clusterbounds.Base(), clusterCount );
m_WorldLightsInCluster.SetCount(clusterCount);
for ( int i = 0; i < clusterCount; i++ )
{
m_WorldLightsInCluster[i].lightCount = 0;
m_WorldLightsInCluster[i].firstLight = 0;
}
unsigned char myPVS[16 * 1024];
CUtlVector<short> clusterIndexList;
CUtlVector<short> lightIndexList;
// Find the clusters visible from each light, then add it to those clusters' light lists
// (Also try to clip for radius if possible)
for (int i = 0; i < m_nWorldLights; ++i)
{
dworldlight_t *light = &m_pWorldLights[i];
// Assign the sun to its own pointer
if (light->type == emit_skylight)
{
m_iSunIndex = i;
continue;
}
float radiusSq = light->radius * light->radius;
if (radiusSq == 0.0f)
{
// TODO: Use intensity instead?
radiusSq = FLT_MAX;
}
g_pEngineServer->GetPVSForCluster( light->cluster, sizeof( myPVS ), myPVS );
for ( int j = 0; j < clusterCount; j++ )
{
if ( myPVS[ j >> 3 ] & (1<<(j&7)) )
{
float distSq = CalcSqrDistanceToAABB( clusterbounds[j].mins, clusterbounds[j].maxs, light->origin );
if ( distSq < radiusSq )
{
m_WorldLightsInCluster[j].lightCount++;
clusterIndexList.AddToTail(j);
lightIndexList.AddToTail(i);
}
}
}
}
m_WorldLightsIndexList.SetCount(lightIndexList.Count());
// Compute the starting index of each cluster
int firstLight = 0;
for ( int i = 0; i < clusterCount; i++ )
{
m_WorldLightsInCluster[i].firstLight = firstLight;
firstLight += m_WorldLightsInCluster[i].lightCount;
m_WorldLightsInCluster[i].lightCount = 0;
}
// Now add each light index to the appropriate cluster's list
for ( int i = 0; i < lightIndexList.Count(); i++ )
{
int cluster = clusterIndexList[i];
int outIndex = m_WorldLightsInCluster[cluster].lightCount + m_WorldLightsInCluster[cluster].firstLight;
m_WorldLightsInCluster[cluster].lightCount++;
m_WorldLightsIndexList[outIndex] = lightIndexList[i];
}
//DevMsg( "CWorldLights: Light clusters list has %i elements; Light index list has %i\n", m_WorldLightsInCluster.Count(), m_WorldLightsIndexList.Count() );
#endif
}
//-----------------------------------------------------------------------------
@ -208,6 +289,25 @@ bool CWorldLights::GetBrightestLightSource(const Vector &vecPosition, Vector &ve
// Find the size of the PVS for our current position
int nCluster = g_pEngineServer->GetClusterForOrigin(vecPosition);
#ifdef MAPBASE
if (cl_worldlight_use_new_method.GetBool())
{
FindBrightestLightSourceNew( vecPosition, vecLightPos, vecLightBrightness, nCluster );
}
else
#endif
{
FindBrightestLightSourceOld( vecPosition, vecLightPos, vecLightBrightness, nCluster );
}
//engine->Con_NPrintf(m_nWorldLights, "result: %d", !vecLightBrightness.IsZero());
return !vecLightBrightness.IsZero();
}
void CWorldLights::FindBrightestLightSourceOld( const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness, int nCluster )
{
// Find the size of the PVS for our current position
int nPVSSize = g_pEngineServer->GetPVSForCluster(nCluster, 0, NULL);
// Get the PVS at our position
@ -257,7 +357,7 @@ bool CWorldLights::GetBrightestLightSource(const Vector &vecPosition, Vector &ve
delete[] pvs;
return false;
return;
}
// Calculate square distance to this worldlight
@ -308,7 +408,87 @@ bool CWorldLights::GetBrightestLightSource(const Vector &vecPosition, Vector &ve
}
delete[] pvs;
//engine->Con_NPrintf(m_nWorldLights, "result: %d", !vecLightBrightness.IsZero());
return !vecLightBrightness.IsZero();
}
#ifdef MAPBASE
void CWorldLights::FindBrightestLightSourceNew( const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness, int nCluster )
{
// Handle sun
if (m_iSunIndex != -1)
{
dworldlight_t *light = &m_pWorldLights[m_iSunIndex];
// Calculate sun position
Vector vecAbsStart = vecPosition + Vector(0,0,30);
Vector vecAbsEnd = vecAbsStart - (light->normal * MAX_TRACE_LENGTH);
trace_t tr;
UTIL_TraceLine(vecPosition, vecAbsEnd, MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr);
// If we didn't hit anything then we have a problem
if(tr.DidHit())
{
// If we did hit something, and it wasn't the skybox, then skip
// this worldlight
if((tr.surface.flags & SURF_SKY) && (tr.surface.flags & SURF_SKY2D))
{
// Act like we didn't find any valid worldlights, so the shadow
// manager uses the default shadow direction instead (should be the
// sun direction)
return;
}
}
}
// Iterate through all the worldlights
if ( nCluster >= 0 && nCluster < m_WorldLightsInCluster.Count() )
{
// find all soundscapes that could possibly attach to this player and update them
for ( int j = 0; j < m_WorldLightsInCluster[nCluster].lightCount; j++ )
{
int ssIndex = m_WorldLightsIndexList[m_WorldLightsInCluster[nCluster].firstLight + j];
dworldlight_t *light = &m_pWorldLights[ssIndex];
// Calculate square distance to this worldlight
Vector vecDelta = light->origin - vecPosition;
float flDistSqr = vecDelta.LengthSqr();
float flRadiusSqr = light->radius * light->radius;
// Skip lights that are out of our radius
if(flRadiusSqr > 0 && flDistSqr >= flRadiusSqr)
{
//engine->Con_NPrintf(i, "%d: out-of-radius (dist: %d, radius: %d)", i, sqrt(flDistSqr), light->radius);
continue;
}
// Calculate intensity at our position
float flRatio = Engine_WorldLightDistanceFalloff(light, vecDelta);
Vector vecIntensity = light->intensity * flRatio;
// Is this light more intense than the one we already found?
if(vecIntensity.LengthSqr() <= vecLightBrightness.LengthSqr())
{
//engine->Con_NPrintf(i, "%d: too dim", i);
continue;
}
// Can we see the light?
trace_t tr;
Vector vecAbsStart = vecPosition + Vector(0,0,30);
UTIL_TraceLine(vecAbsStart, light->origin, MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr);
if(tr.DidHit())
{
//engine->Con_NPrintf(i, "%d: trace failed", i);
continue;
}
vecLightPos = light->origin;
vecLightBrightness = vecIntensity;
//engine->Con_NPrintf(i, "%d: set (%.2f)", i, vecIntensity.Length());
}
}
}
#endif

View File

@ -27,7 +27,9 @@ public:
// Find the brightest light source at a point
//-------------------------------------------------------------------------
bool GetBrightestLightSource(const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness);
void FindBrightestLightSourceOld( const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness, int nCluster );
#ifdef MAPBASE
void FindBrightestLightSourceNew(const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness, int nCluster);
bool GetCumulativeLightSource(const Vector &vecPosition, Vector &vecLightPos, float flMinBrightnessSqr);
#endif
@ -42,6 +44,19 @@ private:
int m_nWorldLights;
dworldlight_t *m_pWorldLights;
#ifdef MAPBASE
int m_iSunIndex = -1; // The sun's personal index
struct clusterLightList_t
{
unsigned short lightCount;
unsigned short firstLight;
};
CUtlVector<clusterLightList_t> m_WorldLightsInCluster;
CUtlVector<unsigned short> m_WorldLightsIndexList;
#endif
};
//-----------------------------------------------------------------------------