Merge pull request #46 from tanema/optimizations

Adding optimizations done by other developers
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Tim Anema 2021-11-05 12:33:52 -04:00 committed by GitHub
commit eb964de9f9
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2 changed files with 80 additions and 71 deletions

View File

@ -38,19 +38,21 @@ light_world.reflectionShader = util.loadShader(_PACKAGE.."/shaders/reflection.gl
local function new(options) local function new(options)
local obj = {} local obj = {}
obj.lights = {} obj.lights = {}
obj.bodies = {} obj.bodies = {}
obj.visibleLights = {}
obj.visibleBodies = {}
obj.post_shader = PostShader() obj.post_shader = PostShader()
obj.l, obj.t, obj.s = 0, 0, 1 obj.l, obj.t, obj.s = 0, 0, 1
obj.ambient = {0, 0, 0} obj.ambient = {0, 0, 0}
obj.refractionStrength = 8.0 obj.refractionStrength = 8.0
obj.reflectionStrength = 16.0 obj.reflectionStrength = 16.0
obj.reflectionVisibility = 1.0 obj.reflectionVisibility = 1.0
obj.shadowBlur = 2.0 obj.shadowBlur = 2.0
obj.glowBlur = 1.0 obj.glowBlur = 1.0
obj.glowTimer = 0.0 obj.glowTimer = 0.0
obj.glowDown = false obj.glowDown = false
obj.disableGlow = false obj.disableGlow = false
obj.disableMaterial = false obj.disableMaterial = false
@ -71,33 +73,41 @@ function light_world:refreshScreenSize(w, h)
w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight() w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
self.w, self.h = w, h self.w, self.h = w, h
self.render_buffer = love.graphics.newCanvas(w, h) self.render_buffer = love.graphics.newCanvas(w, h)
self.shadow_buffer = love.graphics.newCanvas(w, h) self.shadow_buffer = love.graphics.newCanvas(w, h)
self.normalMap = love.graphics.newCanvas(w, h) self.normalMap = love.graphics.newCanvas(w, h)
self.shadowMap = love.graphics.newCanvas(w, h) self.shadowMap = love.graphics.newCanvas(w, h)
self.glowMap = love.graphics.newCanvas(w, h) self.glowMap = love.graphics.newCanvas(w, h)
self.refractionMap = love.graphics.newCanvas(w, h) self.refractionMap = love.graphics.newCanvas(w, h)
self.reflectionMap = love.graphics.newCanvas(w, h) self.reflectionMap = love.graphics.newCanvas(w, h)
self.post_shader:refreshScreenSize(w, h) self.post_shader:refreshScreenSize(w, h)
end end
function light_world:update(dt) function light_world:update(dt)
self.visibleBodies = {}
self.visibleLights = {}
for i = 1, #self.bodies do for i = 1, #self.bodies do
self.bodies[i].is_on_screen = self.bodies[i]:inRange(-self.l,-self.t,self.w,self.h,self.s) local body = self.bodies[i]
if self.bodies[i]:isVisible() then body.is_on_screen = body:inRange(-self.l,-self.t,self.w,self.h,self.s)
self.bodies[i]:update(dt) if body:isVisible() then
body:update(dt)
table.insert(self.visibleBodies, body)
end end
end end
for i = 1, #self.lights do 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) local light = self.lights[i]
light.is_on_screen = light:inRange(self.l,self.t,self.w,self.h,self.s)
if light.is_on_screen then
table.insert(self.visibleLights, light)
end
end end
end end
function light_world:draw(cb) function light_world:draw(cb)
util.drawto(self.render_buffer, self.l, self.t, self.s, false, function() util.drawto(self.render_buffer, self.l, self.t, self.s, false, 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:drawShadows( 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)
@ -112,10 +122,8 @@ function light_world:drawShadows(l,t,w,h,s)
love.graphics.clear() love.graphics.clear()
love.graphics.setCanvas() love.graphics.setCanvas()
util.drawto(self.normalMap, l, t, s, false, function() util.drawto(self.normalMap, l, t, s, false, function()
for i = 1, #self.bodies do for i = 1, #self.visibleBodies do
if self.bodies[i]:isVisible() then self.visibleBodies[i]:drawNormal()
self.bodies[i]:drawNormal()
end
end end
end) end)
@ -125,55 +133,53 @@ function light_world:drawShadows(l,t,w,h,s)
love.graphics.setCanvas( self.shadow_buffer ) love.graphics.setCanvas( self.shadow_buffer )
love.graphics.clear() love.graphics.clear()
love.graphics.setCanvas() love.graphics.setCanvas()
for i = 1, #self.lights do for i = 1, #self.visibleLights do
local light = self.lights[i] local light = self.visibleLights[i]
if light:isVisible() then -- create shadow map for this light
-- create shadow map for this light love.graphics.setCanvas( self.shadowMap )
love.graphics.setCanvas( self.shadowMap ) love.graphics.clear()
love.graphics.clear() love.graphics.setCanvas()
love.graphics.setCanvas()
util.drawto(self.shadowMap, l, t, s, true, function() util.drawto(self.shadowMap, l, t, s, true, function()
--I dont know if it uses both or just calls both --I dont know if it uses both or just calls both
love.graphics.stencil(function() love.graphics.stencil(function()
local angle = light.direction - (light.angle / 2.0) local angle = light.direction - (light.angle / 2.0)
love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle) love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle)
end) end)
love.graphics.setStencilTest("greater",0) love.graphics.setStencilTest("greater",0)
love.graphics.stencil(function() love.graphics.stencil(function()
love.graphics.setShader(self.image_mask) love.graphics.setShader(self.image_mask)
for k = 1, #self.bodies do
if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
self.bodies[k]:drawStencil()
end
end
love.graphics.setShader()
end)
love.graphics.setStencilTest("equal", 0)
for k = 1, #self.bodies do for k = 1, #self.bodies do
if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
self.bodies[k]:drawShadow(light) self.bodies[k]:drawStencil()
end end
end end
love.graphics.setShader()
end) end)
love.graphics.setStencilTest("equal", 0)
-- draw scene for this light using normals and shadowmap for k = 1, #self.bodies do
self.shadowShader:send('lightColor', {light.red, light.green, light.blue}) if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (light.y + t/s) * s, (light.z * 10) / 255}) self.bodies[k]:drawShadow(light)
self.shadowShader:send('lightRange',light.range * s)
self.shadowShader:send("lightSmooth", light.smooth)
self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
util.drawCanvasToCanvas(self.shadowMap, self.shadow_buffer, {
blendmode = 'add',
shader = self.shadowShader,
stencil = function()
local angle = light.direction - (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 end)
-- draw scene for this light using normals and shadowmap
self.shadowShader:send('lightColor', {light.red, light.green, light.blue})
self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (light.y + t/s) * s, (light.z * 10) / 255})
self.shadowShader:send('lightRange',light.range * s)
self.shadowShader:send("lightSmooth", light.smooth)
self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
util.drawCanvasToCanvas(self.shadowMap, self.shadow_buffer, {
blendmode = 'add',
shader = self.shadowShader,
stencil = function()
local angle = light.direction - (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
-- add in ambient color -- add in ambient color

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@ -1,11 +1,14 @@
local util = {} local util = {}
local tempCanvas
--TODO: the whole stencil/canvas system should be reviewed since it has been changed in a naive way --TODO: the whole stencil/canvas system should be reviewed since it has been changed in a naive way
function util.process(canvas, options) function util.process(canvas, options)
--TODO: now you cannot draw a canvas to itself --TODO: now you cannot draw a canvas to itself
temp = love.graphics.newCanvas() if not tempCanvas then
util.drawCanvasToCanvas(canvas, temp, options) tempCanvas = love.graphics.newCanvas()
util.drawCanvasToCanvas(temp, canvas, options) end
util.drawCanvasToCanvas(canvas, tempCanvas, options)
util.drawCanvasToCanvas(tempCanvas, canvas, options)
end end
function util.drawCanvasToCanvas(canvas, other_canvas, options) function util.drawCanvasToCanvas(canvas, other_canvas, options)