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
File diff suppressed because it is too large Load Diff
@@ -1,4 +1,4 @@
/*
/*
* Created by SharpDevelop.
* User: Burhan
* Date: 17/06/2014
@@ -8,31 +8,31 @@
*/
/*
Copyright 2011 James Humphreys. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are
permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of
conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list
of conditions and the following disclaimer in the documentation and/or other materials
provided with the distribution.
THIS SOFTWARE IS PROVIDED BY James Humphreys ``AS IS\" AND ANY EXPRESS OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are those of the
authors and should not be interpreted as representing official policies, either expressed
or implied, of James Humphreys.
Copyright 2011 James Humphreys. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are
permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of
conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list
of conditions and the following disclaimer in the documentation and/or other materials
provided with the distribution.
THIS SOFTWARE IS PROVIDED BY James Humphreys ``AS IS\" AND ANY EXPRESS OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are those of the
authors and should not be interpreted as representing official policies, either expressed
or implied, of James Humphreys.
*/
/*
@@ -58,63 +58,63 @@ using System.Collections.Generic;
namespace Voronoi2
{
public class Point
{
public double x, y;
public void setPoint ( double x, double y )
{
this.x = x;
this.y = y;
}
}
// use for sites and vertecies
public class Site
{
public Point coord;
public int sitenbr;
{
public double x, y;
public void setPoint ( double x, double y )
{
this.x = x;
this.y = y;
}
}
// use for sites and vertecies
public class Site
{
public Point coord;
public int sitenbr;
public void SetPoint(Vector2 point)
{
coord.setPoint(point.X, point.Y);
}
public Site ()
{
coord = new Point();
}
}
public class Edge
{
public double a = 0, b = 0, c = 0;
public Site[] ep;
public Site[] reg;
public int edgenbr;
public Edge ()
{
ep = new Site[2];
reg = new Site[2];
}
}
public class Halfedge
{
public Halfedge ELleft, ELright;
public Edge ELedge;
public bool deleted;
public int ELpm;
public Site vertex;
public double ystar;
public Halfedge PQnext;
public Halfedge ()
{
PQnext = null;
}
}
public Site ()
{
coord = new Point();
}
}
public class Edge
{
public double a = 0, b = 0, c = 0;
public Site[] ep;
public Site[] reg;
public int edgenbr;
public Edge ()
{
ep = new Site[2];
reg = new Site[2];
}
}
public class Halfedge
{
public Halfedge ELleft, ELright;
public Edge ELedge;
public bool deleted;
public int ELpm;
public Site vertex;
public double ystar;
public Halfedge PQnext;
public Halfedge ()
{
PQnext = null;
}
}
public enum CellType
{
@@ -187,11 +187,11 @@ namespace Voronoi2
return true;
}
}
public class GraphEdge
{
public class GraphEdge
{
public Vector2 point1, point2;
public Site site1, site2;
public Site site1, site2;
public VoronoiCell cell1, cell2;
public bool isSolid;
@@ -239,20 +239,20 @@ namespace Voronoi2
return normal;
}
}
// للترتيب
public class SiteSorterYX : IComparer<Site>
{
public int Compare ( Site p1, Site p2 )
{
Point s1 = p1.coord;
Point s2 = p2.coord;
if ( s1.y < s2.y ) return -1;
if ( s1.y > s2.y ) return 1;
if ( s1.x < s2.x ) return -1;
if ( s1.x > s2.x ) return 1;
return 0;
}
}
}
// للترتيب
public class SiteSorterYX : IComparer<Site>
{
public int Compare ( Site p1, Site p2 )
{
Point s1 = p1.coord;
Point s2 = p2.coord;
if ( s1.y < s2.y ) return -1;
if ( s1.y > s2.y ) return 1;
if ( s1.x < s2.x ) return -1;
if ( s1.x > s2.x ) return 1;
return 0;
}
}
}