misc optimization & refactoring
This commit is contained in:
@@ -15,6 +15,8 @@ namespace Subsurface
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const float CheckWallsInterval = 5.0f;
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public bool Enabled;
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private BackgroundSpritePrefab prefab;
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private Vector2 position;
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@@ -29,6 +31,12 @@ namespace Subsurface
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public Swarm Swarm;
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Vector2 drawPosition;
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public Vector2 TransformedPosition
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{
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get { return drawPosition; }
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}
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public Vector2 Position
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{
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get { return position; }
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@@ -51,6 +59,8 @@ namespace Subsurface
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this.position = position;
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drawPosition = position + Level.Loaded.Position;
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steeringManager = new SteeringManager(this);
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velocity = new Vector3(
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@@ -141,18 +151,16 @@ namespace Subsurface
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if (velocity.X < 0.0f) rotation -= MathHelper.Pi;
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}
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Vector2 drawPos = position;
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if (Level.Loaded != null) drawPos += Level.Loaded.Position;
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if (Level.Loaded != null) drawPosition = position + Level.Loaded.Position;
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if (depth > 0.0f)
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{
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Vector2 camOffset = drawPos - GameMain.GameScreen.Cam.WorldViewCenter;
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Vector2 camOffset = drawPosition - GameMain.GameScreen.Cam.WorldViewCenter;
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drawPos = drawPos - camOffset * (depth / MaxDepth) * 0.05f;
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drawPosition = drawPosition - camOffset * (depth / MaxDepth) * 0.05f;
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}
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prefab.Sprite.Draw(spriteBatch, new Vector2(drawPos.X, -drawPos.Y), Color.Lerp(Color.White, Color.DarkBlue, (depth/MaxDepth)*0.3f),
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prefab.Sprite.Draw(spriteBatch, new Vector2(drawPosition.X, -drawPosition.Y), Color.Lerp(Color.White, Color.DarkBlue, (depth/MaxDepth)*0.3f),
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rotation, 1.0f - (depth / MaxDepth) * 0.2f, velocity.X > 0.0f ? SpriteEffects.None : SpriteEffects.FlipHorizontally, (depth / MaxDepth));
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}
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}
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@@ -12,6 +12,10 @@ namespace Subsurface
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{
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const int MaxSprites = 100;
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const float checkActiveInterval = 1.0f;
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float checkActiveTimer;
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private List<BackgroundSpritePrefab> prefabs;
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private List<BackgroundSprite> activeSprites;
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@@ -31,7 +35,6 @@ namespace Subsurface
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public void SpawnSprites(int count)
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{
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activeSprites.Clear();
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if (prefabs.Count == 0) return;
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@@ -77,10 +80,26 @@ namespace Subsurface
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activeSprites.Clear();
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}
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public void Update(float deltaTime)
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public void Update(Camera cam, float deltaTime)
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{
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if (checkActiveTimer<0.0f)
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{
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foreach (BackgroundSprite sprite in activeSprites)
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{
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sprite.Enabled = (Math.Abs(sprite.TransformedPosition.X - cam.WorldViewCenter.X) < 4000.0f &&
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Math.Abs(sprite.TransformedPosition.Y - cam.WorldViewCenter.Y) < 4000.0f);
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}
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checkActiveTimer = checkActiveInterval;
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}
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else
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{
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checkActiveTimer -= deltaTime;
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}
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foreach (BackgroundSprite sprite in activeSprites)
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{
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if (!sprite.Enabled) continue;
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sprite.Update(deltaTime);
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}
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}
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@@ -89,6 +108,7 @@ namespace Subsurface
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{
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foreach (BackgroundSprite sprite in activeSprites)
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{
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if (!sprite.Enabled) continue;
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sprite.Draw(spriteBatch);
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}
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}
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@@ -307,16 +307,22 @@ namespace Subsurface
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if (GameMain.DebugDraw)
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{
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spriteBatch.DrawString(Font,
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"Physics: " + GameMain.World.UpdateTime
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+ " - bodies: " + GameMain.World.BodyList.Count
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+ " Camera pos: " + GameMain.GameScreen.Cam.Position,
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"Physics: " + GameMain.World.UpdateTime,
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new Vector2(10, 30), Color.White);
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spriteBatch.DrawString(Font,
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"Bodies: " + GameMain.World.BodyList.Count + " (" + GameMain.World.BodyList.FindAll(b => b.Awake && b.Enabled).Count + " awake)",
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new Vector2(10, 50), Color.White);
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spriteBatch.DrawString(Font,
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"Camera pos: " + GameMain.GameScreen.Cam.Position,
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new Vector2(10, 70), Color.White);
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if (Submarine.Loaded!=null)
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{
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spriteBatch.DrawString(Font,
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"Sub pos: " + Submarine.Loaded.Position,
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new Vector2(10, 50), Color.White);
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new Vector2(10, 90), Color.White);
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}
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}
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@@ -120,6 +120,8 @@ namespace Subsurface
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//TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 55);
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World = new World(new Vector2(0, -9.82f));
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FarseerPhysics.Settings.AllowSleep = true;
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FarseerPhysics.Settings.ContinuousPhysics = false;
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FarseerPhysics.Settings.VelocityIterations = 2;
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FarseerPhysics.Settings.PositionIterations = 1;
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}
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@@ -179,7 +179,7 @@ namespace Subsurface.Items.Components
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{
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if (containedItem == null) continue;
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containedItem.sprite.Draw(
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containedItem.Sprite.Draw(
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spriteBatch,
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new Vector2(transformedItemPos.X, -transformedItemPos.Y),
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-currentRotation,
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@@ -82,7 +82,16 @@ namespace Subsurface.Items.Components
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public virtual bool IsActive
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{
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get { return isActive; }
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set { isActive = value; }
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set
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{
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if (!value && isActive)
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{
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StopSounds(ActionType.OnActive);
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StopSounds(ActionType.OnUse);
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}
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isActive = value;
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}
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}
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[HasDefaultValue(false, false)]
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@@ -205,7 +205,7 @@ namespace Subsurface.Items.Components
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stickJoint.MaxMotorForce = 30.0f;
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stickJoint.LimitEnabled = true;
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stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.sprite.size.X*0.7f);
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stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X*0.7f);
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item.body.FarseerBody.IgnoreCollisionWith(targetBody);
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stickTarget = targetBody;
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@@ -251,7 +251,7 @@ namespace Subsurface
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if (item == null) return;
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item.sprite.Draw(spriteBatch, new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), item.Color);
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item.Sprite.Draw(spriteBatch, new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), item.Color);
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if (isHighLighted)
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{
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@@ -68,7 +68,7 @@ namespace Subsurface
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get { return prefab.Name; }
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}
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public override Sprite sprite
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public override Sprite Sprite
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{
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get { return prefab.sprite; }
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}
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@@ -299,9 +299,8 @@ namespace Subsurface
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}
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}
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InsertToList();
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itemList.Add(this);
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mapEntityList.Add(this);
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}
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public T GetComponent<T>()
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@@ -475,23 +474,8 @@ namespace Subsurface
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{
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if (ic.Parent != null) ic.IsActive = ic.Parent.IsActive;
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//if (!ic.WasUsed)
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//{
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// if (ic.Name == "RepairTool" && ic.IsActive)
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// {
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// System.Diagnostics.Debug.WriteLine("stop sounds");
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// }
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// ic.StopSounds(ActionType.OnUse);
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//}
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//ic.WasUsed = false;
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if (!ic.IsActive) continue;
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if (!ic.IsActive)
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{
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ic.StopSounds(ActionType.OnActive);
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ic.StopSounds(ActionType.OnUse);
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continue;
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}
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if (condition > 0.0f)
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{
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ic.Update(deltaTime, cam);
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@@ -503,17 +487,19 @@ namespace Subsurface
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{
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ic.UpdateBroken(deltaTime, cam);
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}
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}
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if (body == null || !body.Enabled) return;
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if (body.LinearVelocity.Length() > 0.001f)
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{
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FindHull();
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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}
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if (body == null) return;
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if (body.LinearVelocity.Length()>0.001f) FindHull();
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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body.SetToTargetPosition();
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@@ -527,7 +513,7 @@ namespace Subsurface
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{
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Vector2 impulse = -body.LinearVelocity * (body.Mass / body.Density);
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body.ApplyLinearImpulse(impulse);
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int n = (int)((displayPos.X - CurrentHull.Rect.X) / Hull.WaveWidth);
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int n = (int)((ConvertUnits.ToDisplayUnits(body.SimPosition.X) - CurrentHull.Rect.X) / Hull.WaveWidth);
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CurrentHull.WaveVel[n] = impulse.Y * 10.0f;
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}
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}
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@@ -537,28 +523,21 @@ namespace Subsurface
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Vector2 buoyancy = new Vector2(0, volume * 20.0f);
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//apply buoyancy and drag
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try
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{
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//if ((buoyancy - body.LinearVelocity * volume) == Vector2.Zero) DebugConsole.ThrowError("v.zero ");
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if (body.LinearVelocity != Vector2.Zero && body.LinearVelocity.Length() > 1000.0f)
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{
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body.ResetDynamics();
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if (body.SimPosition.Length() > 1000.0f)
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{
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Remove();
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return;
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}
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}
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body.ApplyForce(buoyancy - body.LinearVelocity * volume);
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//apply simple angular drag
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body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
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}
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catch
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//if ((buoyancy - body.LinearVelocity * volume) == Vector2.Zero) DebugConsole.ThrowError("v.zero ");
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if (body.LinearVelocity != Vector2.Zero && body.LinearVelocity.Length() > 1000.0f)
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{
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DebugConsole.ThrowError("something bad happened with the physics");
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body.ResetDynamics();
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if (body.SimPosition.Length() > 1000.0f)
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{
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Remove();
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return;
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}
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}
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body.ApplyForce(buoyancy - body.LinearVelocity * volume);
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//apply simple angular drag
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body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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@@ -145,7 +145,7 @@ namespace Subsurface
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name = ToolBox.GetAttributeString(element, "name", "");
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if (name == "") DebugConsole.ThrowError("Unnamed item in "+filePath+"!");
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pickDistance = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "pickdistance", 0.0f));
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isLinkable = ToolBox.GetAttributeBool(element, "linkable", false);
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@@ -73,7 +73,7 @@ namespace Subsurface
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FindHulls();
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GapList.Add(this);
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mapEntityList.Add(this);
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InsertToList();
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}
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public static void UpdateHulls()
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@@ -146,8 +146,7 @@ namespace Subsurface
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Volume = 0.0f;
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//add to list of entities as well
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mapEntityList.Add(this);
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InsertToList();
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}
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public override bool Contains(Vector2 position)
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@@ -10,18 +10,17 @@ namespace Subsurface.Lights
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public static List<ConvexHull> list = new List<ConvexHull>();
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static BasicEffect shadowEffect;
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static BasicEffect penumbraEffect;
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private static VertexPositionTexture[] penumbraVertices;
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private VertexPositionColor[] vertices;
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private short[] indices;
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int primitiveCount;
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private Vector2[] vertices;
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private int primitiveCount;
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bool[] backFacing;
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VertexPositionColor[] shadowVertices;
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private bool[] backFacing;
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private VertexPositionColor[] shadowVertices;
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private VertexPositionTexture[] penumbraVertices;
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private Rectangle boundingBox;
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public bool Enabled
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{
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get;
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@@ -48,86 +47,77 @@ namespace Subsurface.Lights
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penumbraEffect.LightingEnabled = false;
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penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
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}
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vertices = points;
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primitiveCount = vertices.Length;
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if (penumbraVertices==null)
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{
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penumbraVertices = new VertexPositionTexture[6];
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}
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CalculateDimensions();
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//indices = new short[primitiveCount * 3];
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int vertexCount = points.Length;
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vertices = new VertexPositionColor[vertexCount + 1];
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Vector2 center = Vector2.Zero;
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float? minX = null, minY = null, maxX = null, maxY = null;
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for (int i = 0; i < vertexCount; i++)
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{
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vertices[i] = new VertexPositionColor(new Vector3(points[i], 0), color);
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center += points[i];
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if (minX == null || points[i].X < minX) minX = points[i].X;
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if (minY == null || points[i].Y < minY) minY = points[i].Y;
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if (maxX == null || points[i].X > maxX) maxX = points[i].X;
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if (maxY == null || points[i].Y > minY) maxY = points[i].Y;
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}
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center /= points.Length;
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vertices[vertexCount] = new VertexPositionColor(new Vector3(center, 0), color);
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boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX-minX), (int)(maxY-minY));
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primitiveCount = points.Length;
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indices = new short[primitiveCount * 3];
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for (int i = 0; i < primitiveCount; i++)
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{
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indices[3 * i] = (short)i;
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indices[3 * i + 1] = (short)((i + 1) % vertexCount);
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indices[3 * i + 2] = (short)vertexCount;
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}
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backFacing = new bool[vertexCount];
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//for (int i = 0; i < primitiveCount; i++)
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//{
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// indices[3 * i] = (short)i;
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// indices[3 * i + 1] = (short)((i + 1) % vertexCount);
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// indices[3 * i + 2] = (short)vertexCount;
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//}
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backFacing = new bool[primitiveCount];
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Enabled = true;
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list.Add(this);
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}
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private void CalculateDimensions()
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{
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Vector2 center = Vector2.Zero;
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float? minX = null, minY = null, maxX = null, maxY = null;
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for (int i = 0; i < vertices.Length; i++)
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{
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center += vertices[i];
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if (minX == null || vertices[i].X < minX) minX = vertices[i].X;
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if (minY == null || vertices[i].Y < minY) minY = vertices[i].Y;
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if (maxX == null || vertices[i].X > maxX) maxX = vertices[i].X;
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if (maxY == null || vertices[i].Y > minY) maxY = vertices[i].Y;
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}
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center /= vertices.Length;
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boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
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}
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public void Move(Vector2 amount)
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{
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for (int i = 0; i < vertices.Count(); i++)
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{
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vertices[i].Position = new Vector3(vertices[i].Position.X + amount.X, vertices[i].Position.Y + amount.Y, vertices[i].Position.Z);
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vertices[i] += amount;
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}
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CalculateDimensions();
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}
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public void SetVertices(Vector2[] points)
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{
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int vertexCount = points.Length;
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vertices = new VertexPositionColor[vertexCount + 1];
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for (int i = 0; i < vertexCount; i++)
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{
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vertices[i] = new VertexPositionColor(new Vector3(points[i], 0), Color.Black);
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}
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vertices = points;
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}
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public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Vector2 lightSourcePos, Matrix transform, bool los = true)
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private void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
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{
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if (!Enabled) return;
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//compute facing of each edge, using N*L
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for (int i = 0; i < primitiveCount; i++)
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{
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Vector2 firstVertex = new Vector2(vertices[i].Position.X, vertices[i].Position.Y);
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Vector2 firstVertex = new Vector2(vertices[i].X, vertices[i].Y);
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int secondIndex = (i + 1) % primitiveCount;
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Vector2 secondVertex = new Vector2(vertices[secondIndex].Position.X, vertices[secondIndex].Position.Y);
|
||||
Vector2 secondVertex = new Vector2(vertices[secondIndex].X, vertices[secondIndex].Y);
|
||||
Vector2 middle = (firstVertex + secondVertex) / 2;
|
||||
|
||||
Vector2 L = lightSourcePos - middle;
|
||||
|
||||
Vector2 N = new Vector2();
|
||||
N.X = -(secondVertex.Y - firstVertex.Y);
|
||||
N.Y = secondVertex.X - firstVertex.X;
|
||||
Vector2 N = new Vector2(
|
||||
-(secondVertex.Y - firstVertex.Y),
|
||||
secondVertex.X - firstVertex.X);
|
||||
|
||||
backFacing[i] = (Vector2.Dot(N, L) < 0);
|
||||
}
|
||||
@@ -148,49 +138,6 @@ namespace Subsurface.Lights
|
||||
startingIndex = nextEdge;
|
||||
}
|
||||
|
||||
if (los)
|
||||
{
|
||||
for (int n = 0; n < 4; n+=3)
|
||||
{
|
||||
Vector3 penumbraStart = (n == 0) ? vertices[startingIndex].Position : vertices[endingIndex].Position;
|
||||
|
||||
penumbraVertices[n] = new VertexPositionTexture();
|
||||
penumbraVertices[n].Position = penumbraStart;
|
||||
penumbraVertices[n].TextureCoordinate = new Vector2(0.0f, 1.0f);
|
||||
//penumbraVertices[0].te = fow ? Color.Black : Color.Transparent;
|
||||
|
||||
for (int i = 0; i < 2; i++ )
|
||||
{
|
||||
penumbraVertices[n + i + 1] = new VertexPositionTexture();
|
||||
Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
|
||||
vertexDir.Normalize();
|
||||
|
||||
Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f)*0.05f;
|
||||
if (n > 0) normal = -normal;
|
||||
vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
|
||||
vertexDir.Normalize();
|
||||
penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000;
|
||||
|
||||
if (los)
|
||||
{
|
||||
penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
if (n > 0)
|
||||
{
|
||||
var temp = penumbraVertices[4];
|
||||
penumbraVertices[4] = penumbraVertices[5];
|
||||
penumbraVertices[5] = temp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int shadowVertexCount;
|
||||
|
||||
//nr of vertices that are in the shadow
|
||||
@@ -206,7 +153,7 @@ namespace Subsurface.Lights
|
||||
int svCount = 0;
|
||||
while (svCount != shadowVertexCount * 2)
|
||||
{
|
||||
Vector3 vertexPos = vertices[currentIndex].Position;
|
||||
Vector3 vertexPos = new Vector3(vertices[currentIndex], 0.0f);
|
||||
|
||||
//one vertex on the hull
|
||||
shadowVertices[svCount] = new VertexPositionColor();
|
||||
@@ -224,10 +171,68 @@ namespace Subsurface.Lights
|
||||
currentIndex = (currentIndex + 1) % primitiveCount;
|
||||
}
|
||||
|
||||
if (los)
|
||||
{
|
||||
CalculatePenumbraVertices(startingIndex, endingIndex, lightSourcePos, los);
|
||||
}
|
||||
}
|
||||
|
||||
private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los)
|
||||
{
|
||||
penumbraVertices = new VertexPositionTexture[6];
|
||||
|
||||
for (int n = 0; n < 4; n += 3)
|
||||
{
|
||||
Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
|
||||
|
||||
penumbraVertices[n] = new VertexPositionTexture();
|
||||
penumbraVertices[n].Position = penumbraStart;
|
||||
penumbraVertices[n].TextureCoordinate = new Vector2(0.0f, 1.0f);
|
||||
//penumbraVertices[0].te = fow ? Color.Black : Color.Transparent;
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
penumbraVertices[n + i + 1] = new VertexPositionTexture();
|
||||
Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
|
||||
vertexDir.Normalize();
|
||||
|
||||
Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f;
|
||||
if (n > 0) normal = -normal;
|
||||
|
||||
vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
|
||||
vertexDir.Normalize();
|
||||
penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000;
|
||||
|
||||
if (los)
|
||||
{
|
||||
penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
if (n > 0)
|
||||
{
|
||||
var temp = penumbraVertices[4];
|
||||
penumbraVertices[4] = penumbraVertices[5];
|
||||
penumbraVertices[5] = temp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Vector2 lightSourcePos, Matrix transform, bool los = true)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
CalculateShadowVertices(lightSourcePos, los);
|
||||
|
||||
|
||||
shadowEffect.World = transform;
|
||||
shadowEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertexCount * 2 - 2);
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertices.Length - 2);
|
||||
|
||||
if (los)
|
||||
{
|
||||
|
||||
@@ -72,7 +72,7 @@ namespace Subsurface
|
||||
set { rect = value; }
|
||||
}
|
||||
|
||||
public virtual Sprite sprite
|
||||
public virtual Sprite Sprite
|
||||
{
|
||||
get { return null; }
|
||||
}
|
||||
@@ -150,6 +150,28 @@ namespace Subsurface
|
||||
return (Submarine.RectContains(rect, position));
|
||||
}
|
||||
|
||||
protected void InsertToList()
|
||||
{
|
||||
int i = 0;
|
||||
|
||||
if (Sprite==null)
|
||||
{
|
||||
mapEntityList.Add(this);
|
||||
return;
|
||||
}
|
||||
|
||||
while (i<mapEntityList.Count)
|
||||
{
|
||||
i++;
|
||||
|
||||
Sprite existingSprite = mapEntityList[i-1].Sprite;
|
||||
if (existingSprite == null) continue;
|
||||
if (existingSprite.Texture == this.Sprite.Texture) break;
|
||||
}
|
||||
|
||||
mapEntityList.Insert(i, this);
|
||||
}
|
||||
|
||||
public virtual void Draw(SpriteBatch spriteBatch, bool editing) {}
|
||||
|
||||
public override void Remove()
|
||||
@@ -227,8 +249,8 @@ namespace Subsurface
|
||||
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
if (highLightedEntity == null || e.sprite == null ||
|
||||
(highLightedEntity.sprite!=null && e.sprite.Depth < highLightedEntity.sprite.Depth))
|
||||
if (highLightedEntity == null || e.Sprite == null ||
|
||||
(highLightedEntity.Sprite!=null && e.Sprite.Depth < highLightedEntity.Sprite.Depth))
|
||||
{
|
||||
if (e.Contains(position)) highLightedEntity = e;
|
||||
}
|
||||
@@ -448,7 +470,7 @@ namespace Subsurface
|
||||
/// Has to be done after all the entities have been loaded (an entity can't
|
||||
/// be linked to some other entity that hasn't been loaded yet)
|
||||
/// </summary>
|
||||
public static void LinkAll()
|
||||
public static void OnMapLoaded()
|
||||
{
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
@@ -465,7 +487,15 @@ namespace Subsurface
|
||||
e.linkedTo.Add(linked);
|
||||
}
|
||||
}
|
||||
|
||||
//mapEntityList.Sort((x, y) =>
|
||||
//{
|
||||
// return x.Name.CompareTo(y.Name);
|
||||
//});
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void RemoveLinked(MapEntity e)
|
||||
{
|
||||
|
||||
@@ -57,7 +57,7 @@ namespace Subsurface
|
||||
|
||||
bool isHorizontal;
|
||||
|
||||
public override Sprite sprite
|
||||
public override Sprite Sprite
|
||||
{
|
||||
get { return prefab.sprite; }
|
||||
}
|
||||
@@ -265,7 +265,7 @@ namespace Subsurface
|
||||
convexHull = new ConvexHull(corners, Color.Black);
|
||||
}
|
||||
|
||||
mapEntityList.Add(this);
|
||||
InsertToList();
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
@@ -290,19 +290,22 @@ namespace Subsurface
|
||||
|
||||
Color color = (isHighlighted) ? Color.Green : Color.White;
|
||||
if (isSelected && editing) color = Color.Red;
|
||||
|
||||
prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X, -rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, color);
|
||||
|
||||
prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X, -rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, color);
|
||||
|
||||
foreach (WallSection s in sections)
|
||||
{
|
||||
if (s.isHighLighted)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Rectangle((int)s.rect.X, (int)-s.rect.Y, (int)s.rect.Width, (int)s.rect.Height),
|
||||
new Color((s.damage / prefab.MaxHealth), 1.0f - (s.damage / prefab.MaxHealth), 0.0f, 1.0f), true);
|
||||
}
|
||||
|
||||
|
||||
s.isHighLighted = false;
|
||||
|
||||
if (s.damage == 0.0f) continue;
|
||||
if (s.damage < 0.01f) continue;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Rectangle((int)s.rect.X, (int)-s.rect.Y, (int)s.rect.Width, (int)s.rect.Height),
|
||||
|
||||
@@ -159,7 +159,7 @@ namespace Subsurface
|
||||
{
|
||||
for (int i = 0; i < MapEntity.mapEntityList.Count(); i++)
|
||||
{
|
||||
if (MapEntity.mapEntityList[i].sprite == null || MapEntity.mapEntityList[i].sprite.Depth < 0.5f)
|
||||
if (MapEntity.mapEntityList[i].Sprite == null || MapEntity.mapEntityList[i].Sprite.Depth < 0.5f)
|
||||
MapEntity.mapEntityList[i].Draw(spriteBatch, editing);
|
||||
}
|
||||
|
||||
@@ -181,7 +181,7 @@ namespace Subsurface
|
||||
{
|
||||
for (int i = 0; i < MapEntity.mapEntityList.Count(); i++)
|
||||
{
|
||||
if (MapEntity.mapEntityList[i].sprite == null || MapEntity.mapEntityList[i].sprite.Depth >= 0.5f)
|
||||
if (MapEntity.mapEntityList[i].Sprite == null || MapEntity.mapEntityList[i].Sprite.Depth >= 0.5f)
|
||||
MapEntity.mapEntityList[i].Draw(spriteBatch, editing);
|
||||
}
|
||||
}
|
||||
@@ -603,7 +603,7 @@ namespace Subsurface
|
||||
|
||||
subBody = new SubmarineBody(this);
|
||||
|
||||
MapEntity.LinkAll();
|
||||
MapEntity.OnMapLoaded();
|
||||
|
||||
foreach (Item item in Item.itemList)
|
||||
{
|
||||
|
||||
@@ -48,7 +48,7 @@ namespace Subsurface
|
||||
linkedTo = new ObservableCollection<MapEntity>();
|
||||
idCardTags = new string[0];
|
||||
|
||||
mapEntityList.Add(this);
|
||||
InsertToList();
|
||||
WayPointList.Add(this);
|
||||
}
|
||||
|
||||
|
||||
@@ -436,9 +436,6 @@ namespace Subsurface.Networking
|
||||
userID = inc.ReadInt32();
|
||||
userPassword = inc.ReadString();
|
||||
version = inc.ReadString();
|
||||
#if DEBUG
|
||||
version = GameMain.Version.ToString();
|
||||
#endif
|
||||
packageName = inc.ReadString();
|
||||
packageHash = inc.ReadString();
|
||||
name = inc.ReadString();
|
||||
@@ -450,6 +447,8 @@ namespace Subsurface.Networking
|
||||
return;
|
||||
}
|
||||
|
||||
#if !DEBUG
|
||||
|
||||
if (userPassword != password)
|
||||
{
|
||||
inc.SenderConnection.Deny("Wrong password!");
|
||||
@@ -481,6 +480,8 @@ namespace Subsurface.Networking
|
||||
return;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//existing user re-joining
|
||||
if (userID > 0)
|
||||
{
|
||||
|
||||
@@ -226,6 +226,8 @@ namespace Subsurface
|
||||
body.CollidesWith = Physics.CollisionWall;
|
||||
|
||||
body.Friction = ToolBox.GetAttributeFloat(element, "friction", 0.3f);
|
||||
body.Restitution = 0.05f;
|
||||
|
||||
|
||||
body.BodyType = BodyType.Dynamic;
|
||||
//body.AngularDamping = Limb.LimbAngularDamping;
|
||||
@@ -307,9 +309,14 @@ namespace Subsurface
|
||||
UpdateDrawPosition();
|
||||
|
||||
SpriteEffects spriteEffect = (dir == 1.0f) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||
|
||||
if (GameMain.DebugDraw && !body.Awake)
|
||||
{
|
||||
color = Color.Blue;
|
||||
}
|
||||
|
||||
sprite.Draw(spriteBatch, new Vector2(drawPosition.X, -drawPosition.Y), color, -drawRotation, 1.0f, spriteEffect, depth);
|
||||
|
||||
|
||||
//prevPosition = body.Position;
|
||||
//prevRotation = body.Rotation;
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Subsurface.Lights;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Subsurface
|
||||
{
|
||||
@@ -57,8 +58,15 @@ namespace Subsurface
|
||||
//http://gafferongames.com/game-physics/fix-your-timestep/
|
||||
Physics.accumulator += deltaTime;
|
||||
|
||||
Stopwatch sw = new Stopwatch();
|
||||
sw.Start();
|
||||
|
||||
AmbientSoundManager.Update();
|
||||
|
||||
sw.Stop();
|
||||
Debug.WriteLine("************** abupdate: "+sw.ElapsedTicks);
|
||||
sw.Restart();
|
||||
|
||||
//if (Game1.GameSession != null && Game1.GameSession.Level != null)
|
||||
//{
|
||||
// Vector2 targetMovement = Vector2.Zero;
|
||||
@@ -73,17 +81,38 @@ namespace Subsurface
|
||||
if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
|
||||
//EventManager.Update(gameTime);
|
||||
|
||||
sw.Stop();
|
||||
Debug.WriteLine("gamesession update: " + sw.ElapsedTicks);
|
||||
sw.Restart();
|
||||
|
||||
Character.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
BackgroundSpriteManager.Update((float)deltaTime);
|
||||
sw.Stop();
|
||||
Debug.WriteLine("characterupdate: " + sw.ElapsedTicks);
|
||||
sw.Restart();
|
||||
|
||||
BackgroundSpriteManager.Update(cam, (float)deltaTime);
|
||||
|
||||
sw.Stop();
|
||||
Debug.WriteLine("bgsprite: " + sw.ElapsedTicks);
|
||||
sw.Restart();
|
||||
|
||||
GameMain.ParticleManager.Update((float)deltaTime);
|
||||
|
||||
sw.Stop();
|
||||
Debug.WriteLine("particlemanager: " + sw.ElapsedTicks);
|
||||
sw.Restart();
|
||||
|
||||
StatusEffect.UpdateAll((float)deltaTime);
|
||||
|
||||
sw.Stop();
|
||||
Debug.WriteLine("statuseff: " + sw.ElapsedTicks);
|
||||
|
||||
|
||||
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 4);
|
||||
while (Physics.accumulator >= Physics.step)
|
||||
{
|
||||
sw.Restart();
|
||||
cam.MoveCamera((float)Physics.step);
|
||||
|
||||
foreach (PhysicsBody pb in PhysicsBody.list)
|
||||
@@ -93,8 +122,16 @@ namespace Subsurface
|
||||
|
||||
MapEntity.UpdateAll(cam, (float)Physics.step);
|
||||
|
||||
sw.Stop();
|
||||
Debug.WriteLine(" mapentity: " + sw.ElapsedTicks);
|
||||
sw.Restart();
|
||||
|
||||
Character.UpdateAnimAll((float)Physics.step);
|
||||
|
||||
sw.Stop();
|
||||
Debug.WriteLine(" char: " + sw.ElapsedTicks);
|
||||
sw.Restart();
|
||||
|
||||
Ragdoll.UpdateAll((float)Physics.step);
|
||||
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
|
||||
@@ -102,8 +139,16 @@ namespace Subsurface
|
||||
GameMain.GameSession.Submarine.Update((float)Physics.step);
|
||||
}
|
||||
|
||||
sw.Stop();
|
||||
Debug.WriteLine(" sub: " + sw.ElapsedTicks);
|
||||
sw.Restart();
|
||||
|
||||
GameMain.World.Step((float)Physics.step);
|
||||
|
||||
sw.Stop();
|
||||
Debug.WriteLine(" worldstep: " + sw.ElapsedTicks);
|
||||
sw.Restart();
|
||||
|
||||
Level.AfterWorldStep();
|
||||
|
||||
Physics.accumulator -= Physics.step;
|
||||
@@ -146,7 +191,7 @@ namespace Subsurface
|
||||
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
GameMain.LightManager.DrawLightmap(graphics, spriteBatch, cam);
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
//1. draw the background, characters and the parts of the submarine that are behind them
|
||||
//----------------------------------------------------------------------------------------
|
||||
@@ -200,7 +245,7 @@ namespace Subsurface
|
||||
Submarine.DrawBack(spriteBatch);
|
||||
|
||||
foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
|
||||
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
@@ -213,10 +258,6 @@ namespace Subsurface
|
||||
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
|
||||
spriteBatch.End();
|
||||
|
||||
BlendState blend = new BlendState();
|
||||
blend.AlphaSourceBlend = Blend.One;
|
||||
blend.AlphaDestinationBlend = Blend.InverseSourceAlpha;
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate,
|
||||
BlendState.AlphaBlend,
|
||||
null, DepthStencilState.DepthRead, null, null,
|
||||
@@ -258,7 +299,7 @@ namespace Subsurface
|
||||
}
|
||||
|
||||
Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
|
||||
|
||||
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
|
||||
{
|
||||
GameMain.GameSession.Level.Render(graphics, cam);
|
||||
@@ -285,17 +326,16 @@ namespace Subsurface
|
||||
Submarine.DrawFront(spriteBatch);
|
||||
|
||||
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
|
||||
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
|
||||
{
|
||||
GameMain.GameSession.Level.Draw(spriteBatch);
|
||||
//Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
|
||||
}
|
||||
|
||||
//if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
|
||||
//{
|
||||
// GameMain.GameSession.Level.Draw(spriteBatch);
|
||||
// //Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
|
||||
//}
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
GameMain.LightManager.DrawLOS(graphics, cam, LightManager.ViewPos);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -80,9 +80,9 @@ namespace Subsurface
|
||||
if (!path.EndsWith("/")) path += "/";
|
||||
}
|
||||
|
||||
file = path + file;
|
||||
|
||||
texture = LoadTexture(file);
|
||||
this.file = path + file;
|
||||
|
||||
texture = LoadTexture(this.file);
|
||||
|
||||
if (texture == null) return;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user