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.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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