optimizing range checking now update is required

This commit is contained in:
Tim Anema 2014-12-21 13:14:46 -05:00
parent 5369a25a5a
commit 4e5158601a
11 changed files with 65 additions and 48 deletions

View File

@ -20,7 +20,7 @@ function love.load()
end end
function love.update(dt) function love.update(dt)
lightWorld:update(dt) --only needed for animation lightWorld:update(dt)
lightWorld:setTranslation(x, y, scale) lightWorld:setTranslation(x, y, scale)
end end

View File

@ -62,7 +62,7 @@ function love.update(dt)
end end
animation2:update(dt) animation2:update(dt)
lightWorld:update(dt) --only needed for animation lightWorld:update(dt)
lightMouse:setPosition((love.mouse.getX() - x)/scale, (love.mouse.getY() - y)/scale, z) lightMouse:setPosition((love.mouse.getX() - x)/scale, (love.mouse.getY() - y)/scale, z)
end end

View File

@ -96,6 +96,7 @@ function love.load()
ambient = {15,15,15}, ambient = {15,15,15},
refractionStrength = 16.0, refractionStrength = 16.0,
reflectionVisibility = 0.75, reflectionVisibility = 0.75,
shadowBlur = 2.0
}) })
mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange) mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange)
@ -235,6 +236,7 @@ function love.update(dt)
else else
lightWorld.post_shader:removeEffect("bloom") lightWorld.post_shader:removeEffect("bloom")
end end
lightWorld:update(dt)
end end
function love.draw() function love.draw()

View File

@ -63,6 +63,7 @@ function love.update(dt)
cam:setScale(scale) cam:setScale(scale)
cam:setPosition(x, y) cam:setPosition(x, y)
lightWorld:update(dt)
lightWorld:setTranslation(x, y, scale) lightWorld:setTranslation(x, y, scale)
end end

View File

@ -63,6 +63,7 @@ function love.update(dt)
cam:lookAt(x, y) cam:lookAt(x, y)
cam:zoom(scale) cam:zoom(scale)
lightWorld:update(dt)
lightWorld:setTranslation(x, y, scale) lightWorld:setTranslation(x, y, scale)
end end

View File

@ -48,6 +48,7 @@ function love.update(dt)
scale = scale + 0.01 scale = scale + 0.01
end end
lightWorld:update(dt)
lightMouse:setPosition(love.mouse.getX()/scale, love.mouse.getY()/scale) lightMouse:setPosition(love.mouse.getX()/scale, love.mouse.getY()/scale)
end end

View File

@ -136,6 +136,7 @@ function love.update(dt)
lightWorld.post_shader:removeEffect("chromatic_aberration") lightWorld.post_shader:removeEffect("chromatic_aberration")
end end
lightWorld:update(dt)
lightMouse:setPosition((love.mouse.getX() - x)/scale, (love.mouse.getY() - y)/scale, z) lightMouse:setPosition((love.mouse.getX() - x)/scale, (love.mouse.getY() - y)/scale, z)
end end

View File

@ -56,6 +56,7 @@ function love.update(dt)
end end
map:update(dt) map:update(dt)
lightWorld:update(dt)
lightMouse:setPosition((love.mouse.getX() - x)/scale, (love.mouse.getY() - y)/scale, z) lightMouse:setPosition((love.mouse.getX() - x)/scale, (love.mouse.getY() - y)/scale, z)
end end

View File

@ -28,6 +28,7 @@ function body:init(id, type, ...)
self.castsNoShadow = false self.castsNoShadow = false
self.visible = true self.visible = true
self.is_on_screen = true
if self.type == "circle" then if self.type == "circle" then
self.x = args[1] or 0 self.x = args[1] or 0
@ -449,12 +450,16 @@ function body:setShadowType(type, ...)
end end
end end
function body:isInLightRange(light) function body:isVisible()
local l, t, w = light.x - light.range, light.y - light.range, light.range*2 return self.visible and self.is_on_screen
return self:isInRange(l,t,w,w,1)
end end
function body:isInRange(l, t, w, h, s) function body:inLightRange(light)
local l, t, w = light.x - light.range, light.y - light.range, light.range*2
return self:inRange(l,t,w,w,1)
end
function body:inRange(l, t, w, h, s)
local radius local radius
if self.type == 'circle' then if self.type == 'circle' then
radius = self.radius radius = self.radius

View File

@ -37,7 +37,7 @@ light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/refl
function light_world:init(options) function light_world:init(options)
self.lights = {} self.lights = {}
self.body = {} self.bodies = {}
self.post_shader = PostShader() self.post_shader = PostShader()
self.l, self.t, self.s = 0, 0, 1 self.l, self.t, self.s = 0, 0, 1
@ -77,19 +77,22 @@ function light_world:refreshScreenSize(w, h)
end end
function light_world:update(dt) function light_world:update(dt)
for i = 1, #self.body do for i = 1, #self.bodies do
if self.body[i]:isInRange(-self.l,-self.t,self.w,self.h,self.s) and self.bodies[i].is_on_screen = self.bodies[i]:inRange(-self.l,-self.t,self.w,self.h,self.s)
self.body[i].type == 'animation' then if self.bodies[i]:isVisible() then
self.body[i]:update(dt) self.bodies[i]:update(dt)
end end
end end
for i = 1, #self.lights do
self.lights[i].is_on_screen = self.lights[i]:inRange(self.l,self.t,self.w,self.h,self.s)
end
end end
function light_world:draw(cb) function light_world:draw(cb)
util.drawto(self.render_buffer, self.l, self.t, self.s, function() util.drawto(self.render_buffer, self.l, self.t, self.s, function()
cb( self.l,self.t,self.w,self.h,self.s) cb( self.l,self.t,self.w,self.h,self.s)
_ = self.disableMaterial or self:drawMaterial( self.l,self.t,self.w,self.h,self.s) _ = self.disableMaterial or self:drawMaterial( self.l,self.t,self.w,self.h,self.s)
self:drawNormalShading( self.l,self.t,self.w,self.h,self.s) self:drawShadows( self.l,self.t,self.w,self.h,self.s)
_ = self.disableGlow or self:drawGlow( self.l,self.t,self.w,self.h,self.s) _ = self.disableGlow or self:drawGlow( self.l,self.t,self.w,self.h,self.s)
_ = self.disableRefraction or self:drawRefraction( self.l,self.t,self.w,self.h,self.s) _ = self.disableRefraction or self:drawRefraction( self.l,self.t,self.w,self.h,self.s)
_ = self.disableReflection or self:drawReflection( self.l,self.t,self.w,self.h,self.s) _ = self.disableReflection or self:drawReflection( self.l,self.t,self.w,self.h,self.s)
@ -98,13 +101,13 @@ function light_world:draw(cb)
end end
-- draw normal shading -- draw normal shading
function light_world:drawNormalShading(l,t,w,h,s) function light_world:drawShadows(l,t,w,h,s)
-- create normal map -- create normal map
self.normalMap:clear() self.normalMap:clear()
util.drawto(self.normalMap, l, t, s, function() util.drawto(self.normalMap, l, t, s, function()
for i = 1, #self.body do for i = 1, #self.bodies do
if self.body[i]:isInRange(-l,-t,w,h,s) then if self.bodies[i]:isVisible() then
self.body[i]:drawNormal() self.bodies[i]:drawNormal()
end end
end end
end) end)
@ -115,23 +118,19 @@ function light_world:drawNormalShading(l,t,w,h,s)
self.shadow_buffer:clear() self.shadow_buffer:clear()
for i = 1, #self.lights do for i = 1, #self.lights do
local light = self.lights[i] local light = self.lights[i]
if self.lights[i]:inRange(l,t,w,h,s) then if self.lights[i]:isVisible() then
-- create shadow map for this light -- create shadow map for this light
self.shadowMap:clear() self.shadowMap:clear()
util.drawto(self.shadowMap, l, t, s, function() util.drawto(self.shadowMap, l, t, s, function()
love.graphics.setStencil(function() love.graphics.setStencil(function()
love.graphics.circle('fill', light.x, light.y, light.range) local angle = light.direction - (math.pi - light.angle / 2.0)
love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle)
end) end)
for k = 1, #self.body do for k = 1, #self.bodies do
if self.body[k]:isInLightRange(self.lights[i]) and self.body[k]:isInRange(-l,-t,w,h,s) then if self.bodies[k]:inLightRange(self.lights[i]) and self.bodies[k]:isVisible() then
self.body[k]:drawShadow(self.lights[i]) self.bodies[k]:drawShadow(self.lights[i])
end end
end end
if light.angle > 0 then
local angle = math.pi - light.angle / 2.0
love.graphics.setColor(0, 0, 0)
love.graphics.arc("fill", light.x, light.y, light.range, light.direction - angle, light.direction + angle)
end
end) end)
-- draw scene for this light using normals and shadowmap -- draw scene for this light using normals and shadowmap
self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0}) self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0})
@ -143,7 +142,8 @@ function light_world:drawNormalShading(l,t,w,h,s)
blendmode = 'additive', blendmode = 'additive',
shader = self.shadowShader, shader = self.shadowShader,
stencil = function() stencil = function()
love.graphics.circle('fill', (light.x + l/s) * s, (light.y + t/s) * s, light.range) local angle = light.direction - (math.pi - light.angle / 2.0)
love.graphics.arc("fill", (light.x + l/s) * s, (light.y + t/s) * s, light.range, angle, angle + light.angle)
end end
}) })
end end
@ -162,9 +162,9 @@ end
-- draw material -- draw material
function light_world:drawMaterial(l,t,w,h,s) function light_world:drawMaterial(l,t,w,h,s)
for i = 1, #self.body do for i = 1, #self.bodies do
if self.body[i]:isInRange(-l,-t,w,h,s) then if self.bodies[i]:isVisible() then
self.body[i]:drawMaterial() self.bodies[i]:drawMaterial()
end end
end end
end end
@ -185,10 +185,10 @@ function light_world:drawGlow(l,t,w,h,s)
-- create glow map -- create glow map
self.glowMap:clear(0, 0, 0) self.glowMap:clear(0, 0, 0)
util.drawto(self.glowMap, l, t, s, function() util.drawto(self.glowMap, l, t, s, function()
for i = 1, #self.body do for i = 1, #self.bodies do
if self.body[i]:isInRange(-l,-t,w,h,s) and self.body[i].glowStrength > 0.0 then if self.bodies[i]:isVisible() and self.bodies[i].glowStrength > 0.0 then
has_glow = true has_glow = true
self.body[i]:drawGlow() self.bodies[i]:drawGlow()
end end
end end
end) end)
@ -203,9 +203,9 @@ function light_world:drawRefraction(l,t,w,h,s)
-- create refraction map -- create refraction map
self.refractionMap:clear() self.refractionMap:clear()
util.drawto(self.refractionMap, l, t, s, function() util.drawto(self.refractionMap, l, t, s, function()
for i = 1, #self.body do for i = 1, #self.bodies do
if self.body[i]:isInRange(-l,-t,w,h,s) then if self.bodies[i]:isVisible() then
self.body[i]:drawRefraction() self.bodies[i]:drawRefraction()
end end
end end
end) end)
@ -220,9 +220,9 @@ function light_world:drawReflection(l,t,w,h,s)
-- create reflection map -- create reflection map
self.reflectionMap:clear(0, 0, 0) self.reflectionMap:clear(0, 0, 0)
util.drawto(self.reflectionMap, l, t, s, function() util.drawto(self.reflectionMap, l, t, s, function()
for i = 1, #self.body do for i = 1, #self.bodies do
if self.body[i]:isInRange(-l,-t,w,h,s) then if self.bodies[i]:isVisible() then
self.body[i]:drawReflection() self.bodies[i]:drawReflection()
end end
end end
end) end)
@ -250,15 +250,15 @@ end
function light_world:setScale(s) self.s = s end function light_world:setScale(s) self.s = s end
function light_world:clearLights() self.lights = {} end function light_world:clearLights() self.lights = {} end
function light_world:clearBodies() self.body = {} end function light_world:clearBodies() self.bodies = {} end
function light_world:setAmbientColor(red, green, blue) self.ambient = {red, green, blue} end function light_world:setAmbientColor(red, green, blue) self.ambient = {red, green, blue} end
function light_world:setShadowBlur(blur) self.shadowBlur = blur end function light_world:setShadowBlur(blur) self.shadowBlur = blur end
function light_world:setGlowStrength(strength) self.glowBlur = strength end function light_world:setGlowStrength(strength) self.glowBlur = strength end
function light_world:setRefractionStrength(strength) self.refractionStrength = strength end function light_world:setRefractionStrength(strength) self.refractionStrength = strength end
function light_world:setReflectionStrength(strength) self.reflectionStrength = strength end function light_world:setReflectionStrength(strength) self.reflectionStrength = strength end
function light_world:setReflectionVisibility(visibility) self.reflectionVisibility = visibility end function light_world:setReflectionVisibility(visibility) self.reflectionVisibility = visibility end
function light_world:getBodyCount() return #self.body end function light_world:getBodyCount() return #self.bodies end
function light_world:getBody(n) return self.body[n] end function light_world:getBody(n) return self.bodies[n] end
function light_world:getLightCount() return #self.lights end function light_world:getLightCount() return #self.lights end
function light_world:getLight(n) return self.lights[n] end function light_world:getLight(n) return self.lights[n] end
function light_world:newRectangle(...) return self:newBody("rectangle", ...) end function light_world:newRectangle(...) return self:newBody("rectangle", ...) end
@ -278,16 +278,16 @@ end
-- new body -- new body
function light_world:newBody(type, ...) function light_world:newBody(type, ...)
local id = #self.body + 1 local id = #self.bodies + 1
self.body[id] = Body(id, type, ...) self.bodies[id] = Body(id, type, ...)
return self.body[#self.body] return self.bodies[#self.bodies]
end end
function light_world:remove(to_kill) function light_world:remove(to_kill)
if to_kill:is_a(Body) then if to_kill:is_a(Body) then
for i = 1, #self.body do for i = 1, #self.bodies do
if self.body[i] == to_kill then if self.bodies[i] == to_kill then
table.remove(self.body, i) table.remove(self.bodies, i)
return true return true
end end
end end

View File

@ -18,6 +18,7 @@ function light:init(x, y, r, g, b, range)
self.glowSize = 0.1 self.glowSize = 0.1
self.glowStrength = 0.0 self.glowStrength = 0.0
self.visible = true self.visible = true
self.is_on_screen = true
end end
-- set position -- set position
@ -104,6 +105,10 @@ function light:setGlowStrength(strength)
self.glowStrength = strength self.glowStrength = strength
end end
function light:isVisible()
return self.visible and self.is_on_screen
end
function light:inRange(l,t,w,h,s) function light:inRange(l,t,w,h,s)
local lx, ly, rs = (self.x + l/s) * s, (self.y + t/s) * s, self.range * s local lx, ly, rs = (self.x + l/s) * s, (self.y + t/s) * s, self.range * s
return self.visible and (lx + rs) > 0 and (lx - rs) < w/s and (ly + rs) > 0 and (ly - rs) < h/s return self.visible and (lx + rs) > 0 and (lx - rs) < w/s and (ly + rs) > 0 and (ly - rs) < h/s