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Author SHA1 Message Date
Jarrod Doyle b8c16a1ffc
Reduce allocations 2025-01-06 21:26:24 +00:00
Jarrod Doyle 9c371b0d6f
PVS now works it's just slow as fuck 2025-01-06 20:50:35 +00:00
3 changed files with 225 additions and 149 deletions

View File

@ -371,71 +371,63 @@ public class LightMapper
if (!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
return;
var lightVisibleCells = Timing.TimeStage("Light PVS", () =>
{
var cellCount = worldRep.Cells.Length;
var aabbs = new MathUtils.Aabb[worldRep.Cells.Length];
Parallel.For(0, cellCount, i => aabbs[i] = new MathUtils.Aabb(worldRep.Cells[i].Vertices));
var lightCellMap = new int[_lights.Count];
Parallel.For(0, _lights.Count, i =>
{
lightCellMap[i] = -1;
var light = _lights[i];
for (var j = 0; j < cellCount; j++)
{
if (!MathUtils.Intersects(aabbs[j], light.Position))
{
continue;
}
// Half-space contained
var cell = worldRep.Cells[j];
var contained = true;
for (var k = 0; k < cell.PlaneCount; k++)
{
var plane = cell.Planes[k];
if (MathUtils.DistanceFromPlane(plane, light.Position) < -MathUtils.Epsilon)
{
contained = false;
break;
}
}
if (contained)
{
lightCellMap[i] = j;
break;
}
}
});
var lightVisibleCells = new List<int[]>(_lights.Count);
var pvs = new PotentiallyVisibleSet(worldRep.Cells);
for (var i = 0; i < _lights.Count; i++)
{
var cellIdx = lightCellMap[i];
if (cellIdx == -1)
{
lightVisibleCells.Add([]);
continue;
}
var visibleSet = pvs.GetVisible(lightCellMap[i]);
lightVisibleCells.Add(visibleSet);
}
return lightVisibleCells;
// TODO: This isn't actually thread safe :)
// Parallel.For(0, worldRep.Cells.Length, i => pvs.GetVisible(i));
// for (var i = 0; i < worldRep.Cells.Length; i++)
// {
// pvs.GetVisible(i);
// // var visible = pvs.GetVisible(i);
// // Console.WriteLine($"Cell {i}: Count({visible.Length}), Visible[{string.Join(" ", visible)}]");
// }
});
// var lightVisibleCells = Timing.TimeStage("Light PVS", () =>
// {
// var cellCount = worldRep.Cells.Length;
// var aabbs = new MathUtils.Aabb[worldRep.Cells.Length];
// Parallel.For(0, cellCount, i => aabbs[i] = new MathUtils.Aabb(worldRep.Cells[i].Vertices));
//
// var lightCellMap = new int[_lights.Count];
// Parallel.For(0, _lights.Count, i =>
// {
// lightCellMap[i] = -1;
// var light = _lights[i];
// for (var j = 0; j < cellCount; j++)
// {
// if (!MathUtils.Intersects(aabbs[j], light.Position))
// {
// continue;
// }
//
// // Half-space contained
// var cell = worldRep.Cells[j];
// var contained = true;
// for (var k = 0; k < cell.PlaneCount; k++)
// {
// var plane = cell.Planes[k];
// if (MathUtils.DistanceFromPlane(plane, light.Position) < -MathUtils.Epsilon)
// {
// contained = false;
// break;
// }
// }
//
// if (contained)
// {
// lightCellMap[i] = j;
// break;
// }
// }
// });
//
// var lightVisibleCells = new List<int[]>(_lights.Count);
// var pvs = new PotentiallyVisibleSet(worldRep.Cells);
// for (var i = 0; i < _lights.Count; i++)
// {
// var cellIdx = lightCellMap[i];
// if (cellIdx == -1)
// {
// lightVisibleCells.Add([]);
// continue;
// }
// var visibleSet = pvs.GetVisible(lightCellMap[i]);
// lightVisibleCells.Add(visibleSet);
// }
//
// Console.WriteLine($"17: [{string.Join(", ", pvs.GetVisible(17))}]");
//
// return lightVisibleCells;
// });
// TODO: Move this functionality to the LGS library
// We set up light indices in separately from lighting because the actual
@ -479,10 +471,10 @@ public class LightMapper
continue;
}
if (!lightVisibleCells[j].Contains(i))
{
continue;
}
// if (!lightVisibleCells[j].Contains(i))
// {
// continue;
// }
cell.LightIndexCount++;
cell.LightIndices.Add((ushort)light.LightTableIndex);
@ -491,7 +483,7 @@ public class LightMapper
if (cell.LightIndexCount > 97)
{
Console.WriteLine($"WARNING: Too many lights in cell at ({cell.SphereCenter}): {cell.LightIndexCount - 1} / 96");
// Console.WriteLine($"WARNING: Too many lights in cell at ({cell.SphereCenter}): {cell.LightIndexCount - 1} / 96");
}
});
@ -641,12 +633,15 @@ public class LightMapper
}
}
foreach (var lightIdx in cell.LightIndices)
// foreach (var lightIdx in cell.LightIndices)
for (var i = 0; i < cell.LightIndexCount; i++)
{
if (lightIdx == 0)
var lightIdx = cell.LightIndices[i];
if (i == 0 || lightIdx == 0)
{
continue;
}
var light = _lights[lightIdx - 1];
// Check if plane normal is facing towards the light
@ -661,7 +656,7 @@ public class LightMapper
// If there aren't *any* points on the plane that are in range of the light
// then none of the lightmap points will be so we can discard.
// The more compact a map is the less effective this is
var planeDist = MathUtils.DistanceFromPlane(plane, light.Position);
var planeDist = Math.Abs(MathUtils.DistanceFromPlane(plane, light.Position));
if (planeDist > light.Radius)
{
continue;

View File

@ -5,26 +5,42 @@ namespace KeepersCompound.Lightmapper;
public class PotentiallyVisibleSet
{
private class Edge
private struct Edge
{
public int Destination;
public Poly Poly;
public override string ToString()
{
return $"<Destination: {Destination}, Poly: {Poly}";
}
}
private class Poly(Vector3[] vertices, Plane plane)
private struct Poly
{
public Vector3[] Vertices = vertices;
public Plane Plane = plane;
public List<Vector3> Vertices;
public readonly Plane Plane;
public Poly(List<Vector3> vertices, Plane plane)
{
Vertices = vertices;
Plane = plane;
}
public Poly(Poly other)
{
Vertices = [..other.Vertices];
Plane = other.Plane;
}
public bool IsCoplanar(Poly other)
{
// TODO: should this be in mathutils?
const float e = MathUtils.Epsilon;
var m = Plane.D / other.Plane.D;
return MathUtils.IsCoplanar(Plane, other.Plane);
}
var n0 = Plane.Normal;
var n1 = other.Plane.Normal * m;
return Math.Abs(n0.X - n1.X) < e && Math.Abs(n0.Y - n1.Y) < e && Math.Abs(n0.Z - n1.Z) < e;
public override string ToString()
{
return $"<Plane: {Plane}, Vertices: [{string.Join(", ", Vertices)}]";
}
}
@ -32,6 +48,13 @@ public class PotentiallyVisibleSet
private readonly List<Edge> _edges;
private readonly Dictionary<int, HashSet<int>> _visibilitySet;
private const float Epsilon = 0.1f;
// This is yucky and means we're not thread safe
private readonly List<float> _clipDistances = new(32);
private readonly List<Side> _clipSides = new(32);
private readonly int[] _clipCounts = [0, 0, 0];
// TODO:
// - This is a conservative algorithm based on Matt's Ramblings Quake PVS video
// - Build portal graph (or just use WR directly)
@ -77,10 +100,10 @@ public class PotentiallyVisibleSet
// Checking if there's already an edge is super slow. It's much faster to just add a new edge, even with
// the duplicated poly
var vs = new Vector3[poly.VertexCount];
var vs = new List<Vector3>(poly.VertexCount);
for (var vIdx = 0; vIdx < poly.VertexCount; vIdx++)
{
vs[vIdx] = cell.Vertices[cell.Indices[indicesOffset + vIdx]];
vs.Add(cell.Vertices[cell.Indices[indicesOffset + vIdx]]);
}
var edge = new Edge
@ -134,17 +157,14 @@ public class PotentiallyVisibleSet
continue;
}
// Now we get to the recursive section
ComputeClippedVisibility(visible, edge.Poly, innerEdge.Poly, neighbourIdx, innerEdge.Destination, 0);
ExplorePortalRecursive(visible, edge.Poly, new Poly(innerEdge.Poly), neighbourIdx, innerEdge.Destination, 0);
}
}
return visible;
}
// TODO: Name this better
// TODO: This *should* be poly's not edges
private void ComputeClippedVisibility(
private void ExplorePortalRecursive(
HashSet<int> visible,
Poly sourcePoly,
Poly previousPoly,
@ -152,87 +172,130 @@ public class PotentiallyVisibleSet
int currentCellIdx,
int depth)
{
if (depth > 2048)
// TODO: Might need to lose this
if (depth > 1024)
{
return;
}
visible.Add(currentCellIdx);
// Generate separating planes
// Only one edge out of the cell means we'd be going back on ourselves
if (_portalGraph[currentCellIdx].Count <= 1)
{
return;
}
// TODO: If all neighbours are already in `visible` skip exploring?
var separators = new List<Plane>();
separators.AddRange(GetSeparatingPlanes(sourcePoly, previousPoly, false));
separators.AddRange(GetSeparatingPlanes(previousPoly, sourcePoly, true));
GetSeparatingPlanes(separators, sourcePoly, previousPoly, false);
GetSeparatingPlanes(separators, previousPoly, sourcePoly, true);
// The case for this occuring is... interesting ( idk )
if (separators.Count == 0)
{
return;
}
// Clip all new polys and recurse
foreach (var edgeIndex in _portalGraph[currentCellIdx])
{
var edge = _edges[edgeIndex];
if (edge.Destination == previousCellIdx || previousPoly.IsCoplanar(edge.Poly))
if (edge.Destination == previousCellIdx || previousPoly.IsCoplanar(edge.Poly) || sourcePoly.IsCoplanar(edge.Poly))
{
continue;
}
var poly = separators.Aggregate(edge.Poly, ClipPolygonByPlane);
if (poly.Vertices.Length == 0)
var poly = new Poly(edge.Poly);
foreach (var separator in separators)
{
ClipPolygonByPlane(ref poly, separator);
}
if (poly.Vertices.Count == 0)
{
continue;
}
ComputeClippedVisibility(visible, sourcePoly, poly, currentCellIdx, edge.Destination, depth + 1);
ExplorePortalRecursive(visible, sourcePoly, poly, currentCellIdx, edge.Destination, depth + 1);
}
}
private static List<Plane> GetSeparatingPlanes(Poly p0, Poly p1, bool flip)
// TODO: We're getting multiple separating planes that are the same, let's not somehow?
private static void GetSeparatingPlanes(List<Plane> separators, Poly p0, Poly p1, bool flip)
{
var separators = new List<Plane>();
for (var i = 0; i < p0.Vertices.Length; i++)
for (var i = 0; i < p0.Vertices.Count; i++)
{
// brute force all combinations
// there's probably some analytical way to choose the "correct" v2 but I couldn't find anything online
var v0 = p0.Vertices[i];
var v1 = p0.Vertices[(i + 1) % p0.Vertices.Length];
for (var j = 0; j < p1.Vertices.Length; j++)
var v1 = p0.Vertices[(i + 1) % p0.Vertices.Count];
for (var j = 0; j < p1.Vertices.Count; j++)
{
var v2 = p1.Vertices[j];
var normal = Vector3.Normalize(Vector3.Cross(v1 - v0, v2 - v0));
var d = Vector3.Dot(v2, normal);
var plane = new Plane(normal, d);
// Depending on how the edges were built, the resulting plane might be facing the wrong way
if (MathUtils.DistanceFromPlane(p0.Plane, v2) < MathUtils.Epsilon)
var normal = Vector3.Cross(v1 - v0, v2 - v0);
if (normal.LengthSquared() < Epsilon)
{
plane.Normal = -plane.Normal;
plane.D = -plane.D;
// colinear (or near colinear) points will produce an invalid plane
continue;
}
// All points should be behind/on the plane
var count = 0;
for (var k = 0; k < p1.Vertices.Length; k++)
normal = Vector3.Normalize(normal);
var d = -Vector3.Dot(v2, normal);
// Depending on how the edges were built, the resulting plane might be facing the wrong way
var distanceToSource = MathUtils.DistanceFromPlane(p0.Plane, v2);
if (distanceToSource > Epsilon)
{
if (k == j || MathUtils.DistanceFromPlane(plane, p1.Vertices[k]) > MathUtils.Epsilon)
normal = -normal;
d = -d;
}
var plane = new Plane(normal, d);
if (MathUtils.IsCoplanar(plane, flip ? p0.Plane : p1.Plane))
{
continue;
}
// All points should be in front of the plane (except for the point used to create it)
var invalid = false;
var count = 0;
for (var k = 0; k < p1.Vertices.Count; k++)
{
if (k == j)
{
continue;
}
var dist = MathUtils.DistanceFromPlane(plane, p1.Vertices[k]);
if (dist > Epsilon)
{
count++;
}
else if (dist < -Epsilon)
{
invalid = true;
break;
}
}
if (count != p1.Vertices.Length)
if (invalid || count == 0)
{
continue;
}
if (flip)
{
plane.Normal = -plane.Normal;
plane.D = -plane.D;
plane.Normal = -normal;
plane.D = -d;
}
separators.Add(plane);
}
}
return separators;
}
private enum Side
@ -244,37 +307,47 @@ public class PotentiallyVisibleSet
// TODO: is this reference type poly going to fuck me?
// TODO: Should this and Poly be in MathUtils?
private static Poly ClipPolygonByPlane(Poly poly, Plane plane)
private void ClipPolygonByPlane(ref Poly poly, Plane plane)
{
var vertexCount = poly.Vertices.Length;
var vertexCount = poly.Vertices.Count;
if (vertexCount == 0)
{
return;
}
// Firstly we want to tally up what side of the plane each point of the poly is on
// This is used both to early out if nothing/everything is clipped, and to aid the clipping
var distances = new float[vertexCount];
var sides = new Side[vertexCount];
var counts = new int[3];
// var distances = new float[vertexCount];
// var sides = new Side[vertexCount];
// var counts = new int[3];
_clipDistances.Clear();
_clipSides.Clear();
_clipCounts[0] = 0;
_clipCounts[1] = 0;
_clipCounts[2] = 0;
for (var i = 0; i < vertexCount; i++)
{
var distance = MathUtils.DistanceFromPlane(plane, poly.Vertices[i]);
distances[i] = distance;
sides[i] = distance switch {
> MathUtils.Epsilon => Side.Back,
<-MathUtils.Epsilon => Side.Front,
_clipDistances.Add(distance);
_clipSides.Add(distance switch {
> Epsilon => Side.Front,
<-Epsilon => Side.Back,
_ => Side.On,
};
counts[(int)sides[i]]++;
});
_clipCounts[(int)_clipSides[i]]++;
}
// Everything is within the half-space, so we don't need to clip anything
if (counts[(int)Side.Back] == 0)
if (_clipCounts[(int)Side.Back] == 0 && _clipCounts[(int)Side.On] != vertexCount)
{
return new Poly(poly.Vertices, poly.Plane);
return;
}
// Everything is outside the half-space, so we clip everything
if (counts[(int)Side.Back] == vertexCount)
if (_clipCounts[(int)Side.Front] == 0)
{
return new Poly([], poly.Plane);
poly.Vertices.Clear();
return;
}
var vertices = new List<Vector3>();
@ -283,11 +356,11 @@ public class PotentiallyVisibleSet
var i1 = (i + 1) % vertexCount;
var v0 = poly.Vertices[i];
var v1 = poly.Vertices[i1];
var side = sides[i];
var nextSide = sides[i1];
var side = _clipSides[i];
var nextSide = _clipSides[i1];
// Vertices that are inside/on the half-space don't get clipped
if (sides[i] != Side.Back)
if (_clipSides[i] != Side.Back)
{
vertices.Add(v0);
}
@ -295,17 +368,17 @@ public class PotentiallyVisibleSet
// We only need to do any clipping if we've swapped from front-to-back or vice versa
// If either the current or next side is On then that's where we would have clipped to
// anyway so we also don't need to do anything
if (side == Side.On || nextSide == Side.On || side != nextSide)
if (side == Side.On || nextSide == Side.On || side == nextSide)
{
continue;
}
// This is how far along the vector v0 -> v1 the front/back crossover occurs
var frac = distances[i] / (distances[i] - distances[i1]);
var frac = _clipDistances[i] / (_clipDistances[i] - _clipDistances[i1]);
var splitVertex = v0 + frac * (v1 - v0);
vertices.Add(splitVertex);
}
return new Poly([..vertices], poly.Plane);
poly.Vertices = vertices;
}
}

View File

@ -90,7 +90,15 @@ public static class MathUtils
public static float DistanceFromPlane(Plane plane, Vector3 point)
{
return Math.Abs(Vector3.Dot(plane.Normal, point) + plane.D) / plane.Normal.Length();
return (Vector3.Dot(plane.Normal, point) + plane.D) / plane.Normal.Length();
}
public static bool IsCoplanar(Plane p0, Plane p1)
{
var m = p0.D / p1.D;
var n0 = p0.Normal;
var n1 = p1.Normal * m;
return Math.Abs(n0.X - n1.X) < Epsilon && Math.Abs(n0.Y - n1.Y) < Epsilon && Math.Abs(n0.Z - n1.Z) < Epsilon;
}
public record PlanePointMapper