Optimized GameScreen.DrawMap
- Downscaled lightmap, since blurring will make this unnoticeable anyway (TODO: make this optional) - Render LOS in fewer passes by using a shader - Use light volume to calculate LOS - This also means we can use the override texture to render the diving suit obstruct effect - Don't render bunks and labels onto LOS background (TODO: add the option to render back into the LOS background, i.e. just use multiplicative blending as if it was the lightmap) - Prefer SpriteSortMode.Deferred over all others, prefer SamplerState.LinearClamp/PointClamp over all others - Remove shader blur in favor of geometry blur (TODO: improve on this further, right now it has a few artifacts) - Trim light volumes - Do some weird shit with the background particles (use DrawTiled instead of relying on SamplerState.LinearWrap, because that's faster somehow :/ ) - Pressing up/down in the console only returns a typed command now
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@@ -1,4 +1,4 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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@@ -63,6 +63,7 @@ namespace Barotrauma
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public void Update(float deltaTime)
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{
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dustOffset -= Vector2.UnitY * 10.0f * deltaTime;
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while (dustOffset.Y <= -1024.0f) dustOffset.Y += 1024.0f;
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}
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public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
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@@ -108,7 +109,7 @@ namespace Barotrauma
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Vector2 backgroundPos = cam.WorldViewCenter;
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backgroundPos.Y = -backgroundPos.Y;
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backgroundPos /= 20.0f;
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backgroundPos *= 0.05f;
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if (backgroundPos.Y < 1024)
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{
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@@ -130,35 +131,38 @@ namespace Barotrauma
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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SamplerState.LinearWrap, DepthStencilState.Default, null, null,
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cam.Transform);
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Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y);
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Vector2 offset = -origin + dustOffset;
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while (offset.X <= -1024.0f) offset.X += 1024.0f;
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while (offset.X > 0.0f) offset.X -= 1024.0f;
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while (offset.Y <= -1024.0f) offset.Y += 1024.0f;
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while (offset.Y > 0.0f) offset.Y -= 1024.0f;
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if (backgroundSpriteManager != null) backgroundSpriteManager.DrawSprites(spriteBatch, cam);
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if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch);
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for (int i = 0; i < 4; i++)
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{
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float scale = 1.0f - i * 0.2f;
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float recipScale = 1.0f / scale;
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//alpha goes from 1.0 to 0.0 when scale is in the range of 0.2-0.1
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float alpha = (cam.Zoom * scale) < 0.2f ? (cam.Zoom * scale - 0.1f) * 10.0f : 1.0f;
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//alpha goes from 1.0 to 0.0 when scale is in the range of 0.5-0.25
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float alpha = (cam.Zoom * scale) < 0.5f ? (cam.Zoom * scale - 0.25f) * 40.0f : 1.0f;
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if (alpha <= 0.0f) continue;
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Vector2 offset = (new Vector2(cam.WorldViewCenter.X, cam.WorldViewCenter.Y) + dustOffset) * scale;
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Vector3 origin = new Vector3(cam.WorldView.Width, cam.WorldView.Height, 0.0f) * 0.5f;
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Vector2 offsetS = offset * scale + new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f - new Vector2(256.0f * i);
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while (offsetS.X <= -1024.0f*scale) offsetS.X += 1024.0f*scale;
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while (offsetS.X > 0.0f) offsetS.X -= 1024.0f*scale;
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while (offsetS.Y <= -1024.0f*scale) offsetS.Y += 1024.0f*scale;
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while (offsetS.Y > 0.0f) offsetS.Y -= 1024.0f*scale;
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dustParticles.SourceRect = new Rectangle(
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(int)((offset.X - origin.X + (i * 256)) / scale),
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(int)((-offset.Y - origin.Y + (i * 256)) / scale),
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(int)((cam.WorldView.Width) / scale),
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(int)((cam.WorldView.Height) / scale));
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spriteBatch.Draw(dustParticles.Texture,
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new Vector2(cam.WorldViewCenter.X, -cam.WorldViewCenter.Y),
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dustParticles.SourceRect, Color.White * alpha, 0.0f,
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new Vector2(cam.WorldView.Width, cam.WorldView.Height) * 0.5f / scale, scale, SpriteEffects.None, 1.0f - scale);
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Rectangle srcRect = new Rectangle(0, 0, 2048, 2048);
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dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y), Vector2.Zero, srcRect, Color.White * alpha, new Vector2(scale));
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}
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spriteBatch.End();
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@@ -1,4 +1,4 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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@@ -13,7 +13,11 @@ namespace Barotrauma
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public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
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private Effect waterEffect;
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public Effect waterEffect
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{
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get;
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private set;
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}
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private BasicEffect basicEffect;
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public int PositionInBuffer = 0;
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@@ -93,7 +97,7 @@ namespace Barotrauma
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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graphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
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}
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