Split LinesOfSight into separate Draw() and Update() functions.
Don't make new arrays every frame. Partial solution to bug #41, just need to DrawIndexedPrimitives() now. GitOrigin-RevId: 0e769d3288dce17fe174b2a1d82a99b1d9994213
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@ -4,14 +4,22 @@ using System;
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namespace SemiColinGames {
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class LinesOfSight {
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public static void Draw(Player player, AABB[] collisionTargets, GraphicsDevice graphics,
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BasicEffect lightingEffect) {
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const int numConePoints = 60;
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VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints];
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
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VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3];
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VertexBuffer vertexBuffer;
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public LinesOfSight(GraphicsDevice graphics) {
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vertexBuffer = new VertexBuffer(
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graphics, typeof(VertexPositionColor), numConePoints * 3, BufferUsage.WriteOnly);
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}
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public void Update(Player player, AABB[] collisionTargets) {
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// TODO: DrawIndexedPrimitives
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
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Vector2 eyePos = player.EyePosition;
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int numConePoints = 60;
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// TODO: don't new[] every frame.
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VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints];
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float visionRange = 150;
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float visionRangeSq = visionRange * visionRange;
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float fov = FMath.DegToRad(120);
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@ -55,18 +63,19 @@ namespace SemiColinGames {
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Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint));
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conePoints[i] = new VertexPositionColor(new Vector3(closestHit, 0), tinted);
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}
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}
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// TODO: don't new[] every frame.
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VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3];
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VertexPositionColor eyeVertex = new VertexPositionColor(new Vector3(eyePos, 0), color);
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public void Draw(Player player, AABB[] collisionTargets, GraphicsDevice graphics,
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BasicEffect lightingEffect) {
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VertexPositionColor eyeVertex = new VertexPositionColor(
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new Vector3(player.EyePosition, 0), color);
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for (int i = 0; i < numConePoints - 1; i++) {
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vertices[i * 3] = eyeVertex;
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vertices[i * 3 + 1] = conePoints[i];
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vertices[i * 3 + 2] = conePoints[i + 1];
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}
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VertexBuffer vertexBuffer = new VertexBuffer(
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graphics, typeof(VertexPositionColor), vertices.Length, BufferUsage.WriteOnly);
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vertexBuffer.SetData<VertexPositionColor>(vertices);
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graphics.SetVertexBuffer(vertexBuffer);
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@ -19,6 +19,7 @@
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<Compile Include="$(MSBuildThisFileDirectory)IDisplay.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Levels.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Line.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)LinesOfSight.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Player.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SneakGame.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Timer.cs" />
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@ -36,6 +36,7 @@ namespace SemiColinGames {
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Player player;
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World world;
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LinesOfSight linesOfSight;
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readonly Camera camera = new Camera();
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public SneakGame() {
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@ -84,6 +85,7 @@ namespace SemiColinGames {
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player = new Player(Content.Load<Texture2D>("Ninja_Female"));
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world = new World(Content.Load<Texture2D>("grassland"), Levels.ONE_ONE);
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linesOfSight = new LinesOfSight(GraphicsDevice);
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grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
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grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
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}
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@ -121,6 +123,7 @@ namespace SemiColinGames {
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float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
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Clock.AddModelTime(modelTime);
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player.Update(modelTime, input, world.CollisionTargets);
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linesOfSight.Update(player, world.CollisionTargets);
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camera.Update(player.Position, world.Width);
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}
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@ -183,7 +186,7 @@ namespace SemiColinGames {
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GraphicsDevice.SetRenderTarget(lightingTarget);
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GraphicsDevice.Clear(new Color(0, 0, 0, 0f));
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lightingEffect.Projection = camera.Projection;
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DrawFov();
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linesOfSight.Draw(player, world.CollisionTargets, GraphicsDevice, lightingEffect);
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// Draw sceneTarget to screen.
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GraphicsDevice.SetRenderTarget(null);
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@ -206,77 +209,5 @@ namespace SemiColinGames {
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base.Draw(gameTime);
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drawTimer.Stop();
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}
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private void DrawFov() {
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// TODO: DrawIndexedPrimitives
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
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Vector2 eyePos = player.EyePosition;
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int numConePoints = 60;
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// TODO: don't new[] every frame.
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VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints];
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float visionRange = 150;
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float visionRangeSq = visionRange * visionRange;
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float fov = FMath.DegToRad(120);
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float fovStep = fov / (numConePoints - 1);
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Vector2 ray = new Vector2(visionRange * player.GetFacing, 0);
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if (player.GetPose == Player.Pose.Stretching) {
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ray = ray.Rotate(player.GetFacing * FMath.DegToRad(-30));
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}
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if (player.GetPose == Player.Pose.Crouching) {
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ray = ray.Rotate(player.GetFacing * FMath.DegToRad(30));
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}
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for (int i = 0; i < conePoints.Length; i++) {
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float angle = -fov / 2 + fovStep * i;
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Vector2 rotated = ray.Rotate(angle);
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Vector2 closestHit = Vector2.Add(eyePos, rotated);
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float hitTime = 1f;
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Vector2 halfTileSize = new Vector2(World.TileSize / 2.0f, World.TileSize / 2.0f);
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for (int j = 0; j < world.CollisionTargets.Length; j++) {
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AABB box = world.CollisionTargets[j];
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if (Math.Abs(box.Position.X - player.Position.X) > visionRange + halfTileSize.X) {
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continue;
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}
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Vector2 delta = Vector2.Add(halfTileSize, Vector2.Subtract(box.Position, eyePos));
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if (delta.LengthSquared() > visionRangeSq) {
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continue;
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}
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Hit? maybeHit = box.IntersectSegment(eyePos, rotated);
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if (maybeHit != null) {
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Hit hit = maybeHit.Value;
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if (hit.Time < hitTime) {
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hitTime = hit.Time;
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closestHit = hit.Position;
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}
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}
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}
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float tint = 0.6f - hitTime / 2;
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Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint));
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conePoints[i] = new VertexPositionColor(new Vector3(closestHit, 0), tinted);
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}
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// TODO: don't new[] every frame.
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VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3];
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VertexPositionColor eyeVertex = new VertexPositionColor(new Vector3(eyePos, 0), color);
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for (int i = 0; i < numConePoints - 1; i++) {
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vertices[i * 3] = eyeVertex;
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vertices[i * 3 + 1] = conePoints[i];
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vertices[i * 3 + 2] = conePoints[i + 1];
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}
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VertexBuffer vertexBuffer = new VertexBuffer(
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GraphicsDevice, typeof(VertexPositionColor), vertices.Length, BufferUsage.WriteOnly);
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vertexBuffer.SetData<VertexPositionColor>(vertices);
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GraphicsDevice.SetVertexBuffer(vertexBuffer);
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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pass.Apply();
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GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3);
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}
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}
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}
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}
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