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
+34 -4
View File
@@ -11,13 +11,26 @@ namespace Subsurface.Lights
{
private static Texture2D lightTexture;
public List<ConvexHull> hullsInRange;
private Color color;
private float range;
private Texture2D texture;
public Vector2 Position;
private Vector2 position;
public Vector2 Position
{
get { return position; }
set
{
if (position == value) return;
position = value;
UpdateHullsInRange();
}
}
public Color Color
{
@@ -30,13 +43,19 @@ namespace Subsurface.Lights
get { return range; }
set
{
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
float newRange = MathHelper.Clamp(value, 0.0f, 2048.0f);
if (range == newRange) return;
range = newRange;
UpdateHullsInRange();
}
}
public LightSource(Vector2 position, float range, Color color)
{
Position = position;
hullsInRange = new List<ConvexHull>();
this.position = position;
this.range = range;
this.color = color;
@@ -50,10 +69,21 @@ namespace Subsurface.Lights
GameMain.LightManager.AddLight(this);
}
public void UpdateHullsInRange()
{
hullsInRange.Clear();
if (range < 1.0f) return;
foreach (ConvexHull ch in ConvexHull.list)
{
if (MathUtils.CircleIntersectsRectangle(position, range, ch.BoundingBox)) hullsInRange.Add(ch);
}
}
public void Draw(SpriteBatch spriteBatch)
{
Vector2 center = new Vector2(lightTexture.Width / 2, lightTexture.Height / 2);
float scale = range / ((float)lightTexture.Width / 2.0f);
float scale = range / (lightTexture.Width / 2.0f);
spriteBatch.Draw(lightTexture, new Vector2(Position.X, -Position.Y), null, color, 0, center, scale, SpriteEffects.None, 1);
}