Server list, lighting/los optimization

This commit is contained in:
Regalis
2015-08-07 23:10:12 +03:00
parent 08c5117e8f
commit 0937c30f15
45 changed files with 36611 additions and 41 deletions

View File

@@ -17,27 +17,44 @@ namespace Subsurface.Lights
bool[] backFacing;
VertexPositionColor[] shadowVertices;
private Rectangle boundingBox;
public bool Enabled
{
get;
set;
}
public Rectangle BoundingBox
{
get { return boundingBox; }
}
public ConvexHull(Vector2[] points, Color color)
{
int vertexCount = points.Length;
vertices = new VertexPositionColor[vertexCount + 1];
Vector2 center = Vector2.Zero;
float? minX = null, minY = null, maxX = null, maxY = null;
for (int i = 0; i < vertexCount; i++)
{
vertices[i] = new VertexPositionColor(new Vector3(points[i], 0), color);
center += points[i];
if (minX == null || points[i].X < minX) minX = points[i].X;
if (minY == null || points[i].Y < minY) minY = points[i].Y;
if (maxX == null || points[i].X > maxX) maxX = points[i].X;
if (maxY == null || points[i].Y > minY) maxY = points[i].Y;
}
center /= points.Length;
vertices[vertexCount] = new VertexPositionColor(new Vector3(center, 0), color);
boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX-minX), (int)(maxY-minY));
primitiveCount = points.Length;
indices = new short[primitiveCount * 3];

View File

@@ -1,6 +1,7 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using System.Diagnostics;
namespace Subsurface.Lights
{
@@ -56,15 +57,28 @@ namespace Subsurface.Lights
public void DrawLOS(GraphicsDevice graphics, Camera cam, Vector2 pos)
{
Stopwatch sw = new Stopwatch();
sw.Start();
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
if (!LosEnabled) return;
foreach (ConvexHull convexHull in ConvexHull.list)
{
if (!camView.Intersects(convexHull.BoundingBox)) continue;
convexHull.DrawShadows(graphics, cam, pos);
}
long elapsed = sw.ElapsedTicks;
Debug.WriteLine("los: "+elapsed);
}
public void DrawLightmap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
{
Stopwatch sw = new Stopwatch();
sw.Start();
graphics.SetRenderTarget(lightMap);
Rectangle viewRect = cam.WorldView;
@@ -88,6 +102,7 @@ namespace Subsurface.Lights
foreach (ConvexHull ch in ConvexHull.list)
{
if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, ch.BoundingBox)) continue;
//draw shadow
ch.DrawShadows(graphics, cam, light.Position, false);
}
@@ -101,6 +116,10 @@ namespace Subsurface.Lights
//clear alpha, to avoid messing stuff up later
ClearAlphaToOne(graphics, spriteBatch);
graphics.SetRenderTarget(null);
long elapsed = sw.ElapsedTicks;
Debug.WriteLine("lights: " + elapsed);
}
private void ClearAlphaToOne(GraphicsDevice graphics, SpriteBatch spriteBatch)