Improve light probe lookup speed for large sectors by using a grid instead of subsectors

This commit is contained in:
Magnus Norddahl 2021-10-15 04:21:18 +02:00
commit 81f7b083c0
4 changed files with 99 additions and 34 deletions

View file

@ -3326,6 +3326,19 @@ void MapLoader::SetSideLightmap(const LightmapSurface &surface)
void MapLoader::LoadLightmap(MapData *map)
{
// We have to reset everything as FLevelLocals is recycled between maps
Level->LightProbes.Reset();
Level->LPCells.Reset();
Level->LMTexCoords.Reset();
Level->LMSurfaces.Reset();
Level->LMTextureData.Reset();
Level->LMTextureCount = 0;
Level->LMTextureSize = 0;
Level->LPMinX = 0;
Level->LPMinY = 0;
Level->LPWidth = 0;
Level->LPHeight = 0;
if (!map->Size(ML_LIGHTMAP))
return;
@ -3351,36 +3364,67 @@ void MapLoader::LoadLightmap(MapData *map)
if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0)
return;
if (numSubsectors != Level->subsectors.Size())
/*if (numSubsectors != Level->subsectors.Size())
{
Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match\n");
return;
}
Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match (%d in wad vs %d in engine)\n", (int)numSubsectors, (int)Level->subsectors.Size());
}*/
if (numLightProbes > 0)
{
Level->LightProbes.Resize(numLightProbes);
fr.Read(&Level->LightProbes[0], sizeof(LightProbe) * numLightProbes);
}
if (Level->subsectors.Size() > 0)
{
TArray<uint32_t> counts;
counts.Resize(Level->subsectors.Size());
fr.Read(&counts[0], sizeof(uint32_t) * Level->subsectors.Size());
// Sort the light probes so that they are ordered by cell.
// This lets us point at the first probe knowing all other probes in the cell will follow.
// Also improves locality.
unsigned int startIndex = 0;
for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
double rcpCellSize = 1.0 / Level->LPCellSize;
auto cellCompareLess = [=](const LightProbe& a, const LightProbe& b)
{
unsigned int count = counts[i];
if (startIndex + count > Level->LightProbes.Size())
double cellY_A = std::floor(a.Y * rcpCellSize);
double cellY_B = std::floor(b.Y * rcpCellSize);
if (cellY_A != cellY_B)
return cellY_A < cellY_B;
double cellX_A = std::floor(a.X * rcpCellSize);
double cellX_B = std::floor(b.X * rcpCellSize);
return cellX_A < cellX_B;
};
std::sort(Level->LightProbes.begin(), Level->LightProbes.end(), cellCompareLess);
// Find probe bounds and the grid that covers it
float probesMinX = Level->LightProbes[0].X;
float probesMaxX = Level->LightProbes[0].X;
float probesMinY = Level->LightProbes[0].Y;
float probesMaxY = Level->LightProbes[0].Y;
for (const LightProbe& p : Level->LightProbes)
{
probesMinX = std::min(probesMinX, p.X);
probesMaxX = std::max(probesMaxX, p.X);
probesMinY = std::min(probesMinY, p.Y);
probesMaxY = std::max(probesMaxY, p.Y);
}
Level->LPMinX = (int)std::floor(probesMinX * rcpCellSize);
Level->LPMinY = (int)std::floor(probesMinY * rcpCellSize);
Level->LPWidth = (int)std::floor(probesMaxX * rcpCellSize) + 1 - Level->LPMinX;
Level->LPHeight = (int)std::floor(probesMaxY * rcpCellSize) + 1 - Level->LPMinY;
// Place probes in a grid for faster search
Level->LPCells.Resize(Level->LPWidth * Level->LPHeight);
int minX = Level->LPMinX;
int minY = Level->LPMinY;
int width = Level->LPWidth;
int height = Level->LPHeight;
for (LightProbe& p : Level->LightProbes)
{
int gridX = (int)std::floor(p.X * rcpCellSize) - minX;
int gridY = (int)std::floor(p.Y * rcpCellSize) - minY;
if (gridX >= 0 && gridY >= 0 && gridX < width && gridY < height)
{
Printf(PRINT_HIGH, "LoadLightmap: invalid light probe data\n");
break;
LightProbeCell& cell = Level->LPCells[gridX + (size_t)gridY * width];
if (!cell.FirstProbe)
cell.FirstProbe = &p;
cell.NumProbes++;
}
Level->subsectors[i].firstprobe = &Level->LightProbes[startIndex];
Level->subsectors[i].numprobes = count;
startIndex += count;
}
}