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
This commit is contained in:
juanjp600
2017-12-20 19:41:23 -03:00
parent 1cb39f7fd5
commit 7a413aee93
30 changed files with 1986 additions and 1960 deletions
@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
@@ -13,7 +13,11 @@ namespace Barotrauma
public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
private Effect waterEffect;
public Effect waterEffect
{
get;
private set;
}
private BasicEffect basicEffect;
public int PositionInBuffer = 0;
@@ -93,7 +97,7 @@ namespace Barotrauma
basicEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
graphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
}