LightSources cache the light vertices in vertex buffers and only recalculate if needed

This commit is contained in:
Regalis
2017-02-27 00:41:40 +02:00
parent f3f875e641
commit 68a0320935
4 changed files with 263 additions and 137 deletions

View File

@@ -103,6 +103,15 @@ namespace Barotrauma
{
get { return NetworkMember as GameClient; }
}
/// <summary>
/// Total seconds elapsed after startup
/// </summary>
public double TotalElapsedTime
{
get;
private set;
}
public GameMain()
{
@@ -297,11 +306,12 @@ namespace Barotrauma
protected override void Update(GameTime gameTime)
{
Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
bool paused = true;
while (Timing.Accumulator >= Timing.Step)
{
TotalElapsedTime = gameTime.TotalGameTime.TotalSeconds;
fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
fixedTime.ElapsedGameTime = addTime;

View File

@@ -110,7 +110,7 @@ namespace Barotrauma.Lights
//private Dictionary<LightSource, CachedShadow> cachedShadows;
public VertexBuffer ShadowBuffer;
Segment[] segments = new Segment[4];
SegmentPoint[] vertices = new SegmentPoint[4];
SegmentPoint[] losVertices = new SegmentPoint[4];
@@ -136,10 +136,28 @@ namespace Barotrauma.Lights
}
private bool enabled;
public bool Enabled
{
get
{
return enabled;
}
set
{
if (enabled == value) return;
enabled = value;
LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
}
}
/// <summary>
/// The elapsed gametime when the vertices of this hull last changed
/// </summary>
public float LastVertexChangeTime
{
get;
set;
private set;
}
public Rectangle BoundingBox
@@ -197,6 +215,8 @@ namespace Barotrauma.Lights
private void UpdateIgnoredEdges(ConvexHull ch)
{
if (ch == this) return;
//ignore edges that are inside some other convex hull
for (int i = 0; i < vertices.Length; i++)
{
if (vertices[i].Pos.X >= ch.boundingBox.X && vertices[i].Pos.X <= ch.boundingBox.Right &&
@@ -233,13 +253,15 @@ namespace Barotrauma.Lights
{
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].Pos += amount;
losVertices[i].Pos += amount;
vertices[i].Pos += amount;
losVertices[i].Pos += amount;
segments[i].Start.Pos += amount;
segments[i].End.Pos += amount;
segments[i].Start.Pos += amount;
segments[i].End.Pos += amount;
}
LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
CalculateDimensions();
}
@@ -247,6 +269,8 @@ namespace Barotrauma.Lights
{
Debug.Assert(points.Length == 4, "Only rectangular convex hulls are supported");
LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
for (int i = 0; i < 4; i++)
{
vertices[i] = new SegmentPoint(points[i]);
@@ -256,10 +280,6 @@ namespace Barotrauma.Lights
for (int i = 0; i < 4; i++)
{
segments[i] = new Segment(vertices[i], vertices[(i + 1) % 4]);
//vertices[i].Segments[1] = segments[i];
//vertices[(i + 1) % 4].Segments[0] = segments[i];
}
int margin = 0;
@@ -280,6 +300,21 @@ namespace Barotrauma.Lights
}
CalculateDimensions();
if (parentEntity == null || ignoreEdge == null) return;
for (int i = 0; i<4; i++)
{
ignoreEdge[i] = false;
}
var chList = HullLists.Find(x => x.Submarine == parentEntity.Submarine);
if (chList != null)
{
foreach (ConvexHull ch in chList.List)
{
UpdateIgnoredEdges(ch);
}
}
}
/*private void RemoveCachedShadow(Lights.LightSource light)

View File

@@ -94,7 +94,8 @@ namespace Barotrauma.Lights
{
foreach (LightSource light in lights)
{
light.NeedsHullUpdate = true;
light.NeedsHullCheck = true;
light.NeedsRecalculation = true;
}
}
@@ -152,16 +153,16 @@ namespace Barotrauma.Lights
Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
foreach (LightSource light in lights)
{
if (light.Color.A < 1 || light.Range < 1.0f || !light.CastShadows) continue;
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
light.Draw(spriteBatch, lightEffect);
light.Draw(spriteBatch, lightEffect, transform);
}
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
if (Character.Controlled != null)

View File

@@ -15,27 +15,35 @@ namespace Barotrauma.Lights
private List<ConvexHullList> hullsInRange;
private Color color;
private float range;
public SpriteEffects SpriteEffect = SpriteEffects.None;
private Sprite overrideLightTexture;
private Texture2D texture;
public SpriteEffects SpriteEffect = SpriteEffects.None;
public Sprite LightSprite;
private Sprite overrideLightTexture;
public Submarine ParentSub;
public bool CastShadows;
//what was the range of the light when HullsInRange were last updated
private float prevHullUpdateRange;
//what was the range of the light when lightvolumes were last calculated
private float prevCalculatedRange;
private Vector2 prevCalculatedPosition;
private Vector2 prevHullUpdatePosition;
//do we need to recheck which convex hulls are within range
//(e.g. position or range of the lightsource has changed)
public bool NeedsHullCheck = true;
//do we need to recalculate the vertices of the light volume
public bool NeedsRecalculation = true;
public bool NeedsHullUpdate;
//when were the vertices of the light volume last calculated
private float lastRecalculationTime;
private DynamicVertexBuffer lightVolumeBuffer;
private DynamicIndexBuffer lightVolumeIndexBuffer;
private int vertexCount;
private int indexCount;
private Vector2 position;
public Vector2 Position
@@ -46,10 +54,11 @@ namespace Barotrauma.Lights
if (position == value) return;
position = value;
if (Vector2.Distance(prevHullUpdatePosition, position) < 5.0f) return;
if (Vector2.Distance(prevCalculatedPosition, position) < 5.0f) return;
NeedsHullUpdate = true;
prevHullUpdatePosition = position;
NeedsHullCheck = true;
NeedsRecalculation = true;
prevCalculatedPosition = position;
}
}
@@ -90,10 +99,11 @@ namespace Barotrauma.Lights
{
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
if (Math.Abs(prevHullUpdateRange - range) < 10.0f) return;
if (Math.Abs(prevCalculatedRange - range) < 10.0f) return;
NeedsHullUpdate = true;
prevHullUpdateRange = range;
NeedsHullCheck = true;
NeedsRecalculation = true;
prevCalculatedRange = range;
}
}
@@ -130,9 +140,9 @@ namespace Barotrauma.Lights
this.color = color;
CastShadows = true;
texture = LightTexture;
GameMain.LightManager.AddLight(this);
}
@@ -162,82 +172,112 @@ namespace Barotrauma.Lights
{
ch.DrawShadows(graphics, cam, this, shadowTransform, false);
}
}
private List<ConvexHull> GetHullsInRange(Submarine sub)
{
//find the current list of hulls in range
var chList = hullsInRange.Find(x => x.Submarine == sub);
//not found -> create one
if (chList == null)
{
chList = new ConvexHullList(sub);
hullsInRange.Add(chList);
}
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhull are both outside
if (sub == null)
{
if (NeedsHullUpdate)
{
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
if (fullChList != null)
chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
//light is outside, convexhull inside a sub
else
{
lightPos -= sub.Position;
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
else
{
//light is inside, convexhull outside
if (sub == null) return null;
//light and convexhull are both inside the same sub
if (sub == ParentSub)
{
if (NeedsHullUpdate)
{
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
//light and convexhull are inside different subs
else
{
if (sub.DockedTo.Contains(ParentSub) && !NeedsHullUpdate) return chList.List;
lightPos -= (sub.Position - ParentSub.Position);
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
return chList.List;
}*/
/// <summary>
/// Update the contents of ConvexHullList and check if we need to recalculate vertices
/// </summary>
private void RefreshConvexHullList(ConvexHullList chList, Vector2 lightPos, Submarine sub)
{
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
NeedsHullCheck = true;
}
/// <summary>
/// Recheck which convex hulls are in range (if needed),
/// and check if we need to recalculate vertices due to changes in the convex hulls
/// </summary>
private void CheckHullsInRange()
{
List<Submarine> subs = new List<Submarine>(Submarine.Loaded);
subs.Add(null);
foreach (Submarine sub in subs)
{
//find the list of convexhulls that belong to the sub
var chList = hullsInRange.Find(x => x.Submarine == sub);
//not found -> create one
if (chList == null)
{
chList = new ConvexHullList(sub);
hullsInRange.Add(chList);
NeedsRecalculation = true;
}
if (chList.List.Any(ch => ch.LastVertexChangeTime > lastRecalculationTime))
{
NeedsRecalculation = true;
}
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhulls are both outside
if (sub == null)
{
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, null);
}
}
//light is outside, convexhulls inside a sub
else
{
lightPos -= sub.Position;
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
{
if (chList.List.Count > 0) NeedsRecalculation = true;
chList.List.Clear();
continue;
}
RefreshConvexHullList(chList, lightPos, sub);
}
}
else
{
//light is inside, convexhull outside
if (sub == null) continue;
//light and convexhull are both inside the same sub
if (sub == ParentSub)
{
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, sub);
}
}
//light and convexhull are inside different subs
else
{
if (sub.DockedTo.Contains(ParentSub) && !NeedsHullCheck) continue;
lightPos -= (sub.Position - ParentSub.Position);
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
{
if (chList.List.Count > 0) NeedsRecalculation = true;
chList.List.Clear();
continue;
}
RefreshConvexHullList(chList, lightPos, sub);
}
}
}
}
private List<Vector2> FindRaycastHits()
{
@@ -247,7 +287,11 @@ namespace Barotrauma.Lights
Vector2 drawPos = position;
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
var hulls = ConvexHull.GetHullsInRange(position, range, ParentSub);
var hulls = new List<ConvexHull>();// ConvexHull.GetHullsInRange(position, range, ParentSub);
foreach (ConvexHullList chList in hullsInRange)
{
hulls.AddRange(chList.List);
}
//find convexhull segments that are close enough and facing towards the light source
List<Segment> visibleSegments = new List<Segment>();
@@ -256,6 +300,11 @@ namespace Barotrauma.Lights
{
hull.RefreshWorldPositions();
if (hull.ParentEntity is Item)
{
int gfhdfgh = 1;
}
var visibleHullSegments = hull.GetVisibleSegments(drawPos);
visibleSegments.AddRange(visibleHullSegments);
@@ -342,8 +391,7 @@ namespace Barotrauma.Lights
return closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
}
private void CalculateVertices(List<Vector2> encounters,
out VertexPositionTexture[] vertexArray, out short[] indexArray)
private void CalculateLightVertices(List<Vector2> rayCastHits)
{
List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
@@ -351,22 +399,22 @@ namespace Barotrauma.Lights
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
// Add a vertex for the center of the mesh
vertices.Add(new VertexPositionTexture(new Vector3(drawPos.X, drawPos.Y, 0),
vertices.Add(new VertexPositionTexture(new Vector3(position.X, position.Y, 0),
new Vector2(0.5f, 0.5f)));
// Add all the other encounter points as vertices
// storing their world position as UV coordinates
foreach (Vector2 vertex in encounters)
foreach (Vector2 vertex in rayCastHits)
{
Vector2 diff = vertex - drawPos;
vertices.Add(new VertexPositionTexture(new Vector3(vertex.X, vertex.Y, 0),
vertices.Add(new VertexPositionTexture(new Vector3(position.X + diff.X, position.Y + diff.Y, 0),
new Vector2(0.5f, 0.5f) + diff / range / 2));
}
// Compute the indices to form triangles
List<short> indices = new List<short>();
for (int i = 0; i < encounters.Count - 1; i++)
for (int i = 0; i < rayCastHits.Count - 1; i++)
{
indices.Add(0);
indices.Add((short)((i + 2) % vertices.Count));
@@ -377,12 +425,38 @@ namespace Barotrauma.Lights
indices.Add((short)(1));
indices.Add((short)(vertices.Count - 1));
vertexArray = vertices.ToArray<VertexPositionTexture>();
indexArray = indices.ToArray<short>();
vertexCount = vertices.Count;
indexCount = indices.Count;
//TODO: a better way to determine the size of the vertex buffer and handle changes in size?
//now we just create a buffer for 64 verts and make it larger if needed
if (lightVolumeBuffer == null)
{
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
}
else if (vertexCount > lightVolumeBuffer.VertexCount)
{
lightVolumeBuffer.Dispose();
lightVolumeIndexBuffer.Dispose();
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
}
lightVolumeBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
lightVolumeIndexBuffer.SetData<short>(indices.ToArray());
}
public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect)
public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
{
CheckHullsInRange();
Vector3 offset = ParentSub == null ? Vector3.Zero :
new Vector3(ParentSub.DrawPosition.X, ParentSub.DrawPosition.Y, 0.0f);
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
Vector2 drawPos = position;
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
@@ -412,32 +486,26 @@ namespace Barotrauma.Lights
//LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
}
var verts = FindRaycastHits();
/*for (int i = 0; i < verts.Count; i++)
if (NeedsRecalculation)
{
Color[] clrs = new Color[] { Color.Green, Color.Cyan, Color.Red, Color.White, Color.Magenta };
var verts = FindRaycastHits();
CalculateLightVertices(verts);
Color clr = clrs[i % clrs.Length];
// GUI.DrawString(spriteBatch, new Vector2(verts[i].X, -verts[i].Y), verts[i].ToString(), clr);
GUI.DrawString(spriteBatch, new Vector2(verts[i].X, -verts[i].Y), i.ToString(), clr);
GUI.DrawLine(spriteBatch, drawPos, new Vector2(verts[i].X, -verts[i].Y), clr, 0,3);
}*/
// Generate a triangle list from the encounter points
VertexPositionTexture[] vertices;
short[] indices;
CalculateVertices(verts, out vertices, out indices);
lastRecalculationTime = (float)GameMain.Instance.TotalElapsedTime;
NeedsRecalculation = false;
}
if (vertices.Length == 0) return;
if (vertexCount == 0) return;
lightEffect.DiffuseColor = (new Vector3(color.R, color.G, color.B) * (color.A / 255.0f)) / 255.0f;// color.ToVector3();
lightEffect.CurrentTechnique.Passes[0].Apply();
GameMain.CurrGraphicsDevice.DrawUserIndexedPrimitives<VertexPositionTexture>
GameMain.CurrGraphicsDevice.SetVertexBuffer(lightVolumeBuffer);
GameMain.CurrGraphicsDevice.Indices = lightVolumeIndexBuffer;
GameMain.CurrGraphicsDevice.DrawIndexedPrimitives
(
PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3
PrimitiveType.TriangleList, 0, 0, indexCount / 3
);
}
@@ -463,6 +531,18 @@ namespace Barotrauma.Lights
{
if (LightSprite != null) LightSprite.Remove();
if (lightVolumeBuffer != null)
{
lightVolumeBuffer.Dispose();
lightVolumeBuffer = null;
}
if (lightVolumeIndexBuffer != null)
{
lightVolumeIndexBuffer.Dispose();
lightVolumeIndexBuffer = null;
}
GameMain.LightManager.RemoveLight(this);
}
}