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.Graphics;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.IO;
using Color = Microsoft.Xna.Framework.Color;
@@ -44,7 +44,7 @@ namespace Barotrauma
try
{
using (Stream fileStream = File.OpenRead(path))
using (Stream fileStream = File.OpenRead(path))
{
var texture = Texture2D.FromStream(_graphicsDevice, fileStream);
texture = PreMultiplyAlpha(texture);