LOS effect optimization/changes:

- Rendering the shadows instead of light volumes to avoid the expensive raycasts needed to calculate the light volume.
- The LOS shadows are now rendered in two passes (fully obscured + penumbra) instead of each convex hull taking up 2 passes.

TODO: fix linux
This commit is contained in:
Joonas Rikkonen
2018-03-03 20:23:27 +02:00
parent e15fad6986
commit da7ea779b7
7 changed files with 224 additions and 187 deletions
@@ -38,7 +38,7 @@ namespace Barotrauma.Lights
BasicEffect lightEffect;
public Effect losEffect
public Effect LosEffect
{
get; private set;
}
@@ -52,9 +52,8 @@ namespace Barotrauma.Lights
public bool LightingEnabled = true;
public bool ObstructVision;
LightSource losSource;
private Sprite visionCircle;
private Texture2D visionCircle;
private Dictionary<Hull, Color> hullAmbientLights;
private Dictionary<Hull, Color> smoothedHullAmbientLights;
@@ -67,8 +66,8 @@ namespace Barotrauma.Lights
AmbientLight = new Color(20, 20, 20, 255);
//visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
visionCircle = new Sprite("Content/Lights/visioncircle.png", new Vector2(0.2f, 0.5f));
visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
//visionCircle = new Sprite("Content/Lights/visioncircle.png", new Vector2(0.2f, 0.5f));
var pp = graphics.PresentationParameters;
@@ -78,13 +77,10 @@ namespace Barotrauma.Lights
RenderTargetUsage.DiscardContents);
losTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false, SurfaceFormat.Color, DepthFormat.None);
losSource = new LightSource(Vector2.Zero, GameMain.GraphicsWidth, Color.White, null, false);
losSource.texture = new Texture2D(graphics, 1, 1);
losSource.texture.SetData(new Color[] { Color.White });// fill the texture with white
#if WINDOWS
losEffect = content.Load<Effect>("losshader");
LosEffect = content.Load<Effect>("losshader");
#else
losEffect = content.Load<Effect>("losshader_opengl");
#endif
@@ -241,43 +237,88 @@ namespace Barotrauma.Lights
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
{
if (!LosEnabled || ViewTarget == null) return;
if (!LosEnabled && !ObstructVision) return;
graphics.SetRenderTarget(losTexture);
//--------------------------------------
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform * Matrix.CreateScale(new Vector3(lightmapScale, lightmapScale, 1.0f)));
graphics.Clear(Color.Black);
if (ObstructVision)
{
graphics.Clear(Color.Black);
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
diff.Y = -diff.Y;
float rotation = MathUtils.VectorToAngle(diff);
Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length() / 256.0f, 2.0f, 5.0f), 2.0f) * 0.3f;
Vector2 scale = new Vector2(
MathHelper.Clamp(diff.Length() / 256.0f, 2.0f, 5.0f), 2.0f);
visionCircle.size = new Vector2(visionCircle.SourceRect.Width * scale.X, visionCircle.SourceRect.Height * scale.Y);
losSource.overrideLightTexture = visionCircle;
losSource.Rotation = rotation;
spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
new Vector2(LightSource.LightTexture.Width * 0.2f, LightSource.LightTexture.Height / 2), scale, SpriteEffects.None, 0.0f);
}
else
{
losSource.overrideLightTexture = null;
graphics.Clear(Color.White);
}
graphics.BlendState = BlendState.Additive;
Vector2 pos = ViewTarget.Position;
losSource.Position = pos;
losSource.NeedsRecalculation = true;
losSource.ParentSub = ViewTarget.Submarine;
Matrix transform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
spriteBatch.End();
losSource.Draw(spriteBatch, lightEffect, transform);
graphics.BlendState = BlendState.AlphaBlend;
//--------------------------------------
if (LosEnabled && ViewTarget != null)
{
Vector2 pos = ViewTarget.WorldPosition;
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;
var convexHulls = ConvexHull.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
if (convexHulls != null)
{
List<VertexPositionColor> shadowVerts = new List<VertexPositionColor>();
List<VertexPositionTexture> penumbraVerts = new List<VertexPositionTexture>();
foreach (ConvexHull convexHull in convexHulls)
{
if (!convexHull.Enabled || !convexHull.Intersects(camView)) continue;
Vector2 relativeLightPos = pos;
if (convexHull.ParentEntity?.Submarine != null) relativeLightPos -= convexHull.ParentEntity.Submarine.Position;
convexHull.CalculateShadowVertices(relativeLightPos, true);
//convert triangle strips to a triangle list
for (int i = 0; i < convexHull.shadowVertexCount * 2 - 2; i++)
{
if (i % 2 == 0)
{
shadowVerts.Add(convexHull.ShadowVertices[i]);
shadowVerts.Add(convexHull.ShadowVertices[i + 1]);
shadowVerts.Add(convexHull.ShadowVertices[i + 2]);
}
else
{
shadowVerts.Add(convexHull.ShadowVertices[i]);
shadowVerts.Add(convexHull.ShadowVertices[i + 2]);
shadowVerts.Add(convexHull.ShadowVertices[i + 1]);
}
}
penumbraVerts.AddRange(convexHull.PenumbraVertices);
}
ConvexHull.shadowEffect.World = shadowTransform;
ConvexHull.shadowEffect.CurrentTechnique.Passes[0].Apply();
graphics.DrawUserPrimitives(PrimitiveType.TriangleList, shadowVerts.ToArray(), 0, shadowVerts.Count / 3, VertexPositionColor.VertexDeclaration);
ConvexHull.penumbraEffect.World = shadowTransform;
ConvexHull.penumbraEffect.CurrentTechnique.Passes[0].Apply();
graphics.DrawUserPrimitives(PrimitiveType.TriangleList, penumbraVerts.ToArray(), 0, penumbraVerts.Count / 3, VertexPositionTexture.VertexDeclaration);
}
}
graphics.SetRenderTarget(null);
}
@@ -361,19 +402,9 @@ namespace Barotrauma.Lights
return hullAmbientLight;
}
public void DrawLightMap(SpriteBatch spriteBatch, Effect effect)
{
if (!LightingEnabled) return;
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, null);
spriteBatch.Draw(lightMap, new Rectangle(0,0,GameMain.GraphicsWidth,GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
}
public void ClearLights()
{
lights.Clear();
losSource.Reset();
}
}
@@ -393,10 +424,16 @@ namespace Barotrauma.Lights
MultiplyWithAlpha = new BlendState();
MultiplyWithAlpha.ColorDestinationBlend = MultiplyWithAlpha.AlphaDestinationBlend = Blend.One;
MultiplyWithAlpha.ColorSourceBlend = MultiplyWithAlpha.AlphaSourceBlend = Blend.DestinationAlpha;
LOS = new BlendState();
LOS.ColorSourceBlend = LOS.AlphaSourceBlend = Blend.Zero;
LOS.ColorDestinationBlend = LOS.AlphaDestinationBlend = Blend.InverseSourceColor;
LOS.ColorBlendFunction = LOS.AlphaBlendFunction = BlendFunction.Add;
}
public static BlendState Multiplicative { get; private set; }
public static BlendState WriteToAlpha { get; private set; }
public static BlendState MultiplyWithAlpha { get; private set; }
public static BlendState LOS { get; private set; }
}
}