Lighting optimization (caching shadow vertices & only checking hulls in range if the position or range of the light changes), ragdoll optimization, itemcomponent optimization, dragging stunned/dead characters

This commit is contained in:
Regalis11
2015-10-11 21:04:42 +03:00
parent 0a96254696
commit 8df9133e84
25 changed files with 377 additions and 201 deletions
+33 -10
View File
@@ -57,12 +57,13 @@ namespace Subsurface.Lights
public void DrawLOS(GraphicsDevice graphics, Camera cam, Vector2 pos)
{
if (!LosEnabled) return;
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
Matrix shadowTransform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
if (!LosEnabled) return;
foreach (ConvexHull convexHull in ConvexHull.list)
{
if (!camView.Intersects(convexHull.BoundingBox)) continue;
@@ -72,6 +73,14 @@ namespace Subsurface.Lights
}
public void OnMapLoaded()
{
foreach (LightSource light in lights)
{
light.UpdateHullsInRange();
}
}
public void DrawLightmap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
{
Matrix shadowTransform = cam.ShaderTransform
@@ -81,28 +90,28 @@ namespace Subsurface.Lights
Rectangle viewRect = cam.WorldView;
viewRect.Y -= cam.WorldView.Height;
//clear to some small ambient light
graphics.Clear(AmbientLight);
foreach (LightSource light in lights)
{
if (light.Color.A < 0.01f || light.Range < 0.01f) continue;
//clear alpha to 1
ClearAlphaToOne(graphics, spriteBatch);
if (light.Color.A < 0.01f || light.Range < 0.01f || light.hullsInRange.Count == 0) continue;
if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, viewRect)) continue;
//clear alpha to 1
ClearAlphaToOne(graphics, spriteBatch);
//draw all shadows
//write only to the alpha channel, which sets alpha to 0
graphics.RasterizerState = RasterizerState.CullNone;
graphics.BlendState = CustomBlendStates.WriteToAlpha;
foreach (ConvexHull ch in ConvexHull.list)
foreach (ConvexHull ch in light.hullsInRange)
{
if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, ch.BoundingBox)) continue;
//if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, ch.BoundingBox)) continue;
//draw shadow
ch.DrawShadows(graphics, cam, light.Position, shadowTransform, false);
ch.DrawShadows(graphics, cam, light, shadowTransform, false);
}
//draw the light shape
@@ -111,6 +120,20 @@ namespace Subsurface.Lights
light.Draw(spriteBatch);
spriteBatch.End();
}
//ClearAlphaToOne(graphics, spriteBatch);
//spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
//foreach (LightSource light in lights)
//{
// if (light.Color.A < 0.01f || light.Range < 0.01f || light.hullsInRange.Count > 0) continue;
// if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, viewRect)) continue;
// light.Draw(spriteBatch);
//}
//spriteBatch.End();
//clear alpha, to avoid messing stuff up later
ClearAlphaToOne(graphics, spriteBatch);
graphics.SetRenderTarget(null);