我正在为我的XNA游戏开发一个类,它可以渲染图像上的灯光。当时,我已经制作了绘制我的光照贴图的来源,但是,我的源码中的FPS非常低。我知道在循环每个像素时它会被残酷地减少,但是,我不知道任何其他方式来获得&在XNA中设置我的纹理上的每个像素,但使用“For”语句?
当前来源:
public struct Light
{
public int Range;
public int Intensity;
public Color LightColor;
public Vector2 LightLocation;
public Light(int _Range, int _Intensity, Color _LightColor, Vector2 _LightLocation)
{
Range = _Range;
Intensity = _Intensity;
LightLocation = _LightLocation;
LightColor = _LightColor;
}
}
public class RenderClass
{
[System.Runtime.InteropServices.DllImport("User32.dll")]
public static extern bool MessageBox(IntPtr h, string S, string C, int a);
public static Texture2D RenderImage(Light[] LightLocations, Texture2D ScreenImage, Viewport v, bool ShadowBack = false)
{
Texture2D[] Images = new Texture2D[LightLocations.Count()];
int curCount = 0;
/*LOOP THROUGHT EACH LIGHT*/
foreach (Light LightLocation in LightLocations)
{
/*VARIABLES*/
Color LightColor = LightLocation.LightColor;
int Range = LightLocation.Range;
int Intensity = LightLocation.Intensity;
/*GET COLORS*/
int Width = v.Width;
int Height = v.Height;
Color[] Data = new Color[Width * Height];
ScreenImage.GetData<Color>(Data);
/*VARIABLES TO SET COLOR*/
Color[] SetColorData = new Color[Width * Height];
/*CIRCEL*/
int Radius = 15 / 2; // Define range to middle [Radius]
int Area = (int)Math.PI * (Radius * Radius);
for (int X = 0; X < Width; X++)
{
for (int Y = 0; Y < Height; Y++)
{
int Destination = X + Y * Width;
#region Light
/*GET COLOR*/
Color nColor = Data[Destination];
/*CREATE NEW COLOR*/
Vector2 MiddlePos = new Vector2(LightLocation.LightLocation.X + Radius, LightLocation.LightLocation.Y + Radius);
Vector2 CurrentLocation = new Vector2(X, Y);
float Distance;
Distance = Vector2.Distance(MiddlePos, CurrentLocation);
Distance *= 100;
Distance /= MathHelper.Clamp(Range, 0, 100);
Vector3 newColors = nColor.ToVector3();
nColor = new Color(
newColors.X,
newColors.Y,
newColors.Z,
Distance / 100);
/*SET COLOR*/
SetColorData[Destination] = nColor; // Add to array
#endregion
#region Shadow
#endregion
}
}
ScreenImage.SetData<Color>(SetColorData);
Images[curCount] = ScreenImage;
curCount++;
}
return Images[0]; // Temporarily returning the first image of the array.
}
}
正如您所看到的,这是一种缓慢而糟糕的方法。所以我想知道,有没有更好的方法来获得&amp;设置每个像素?
提前致谢,dotTutorials! =)
答案 0 :(得分:1)
我认为这项工作最好在像素着色器中完成。
您可以创建一个一次操作一个灯光的效果文件。
XNA使用DX9,因此您将限制为128个常量寄存器,我认为您可以使用它来挤压最多三个灯光。 / p>
因此,您将光照贴图设置为渲染目标,遍历所有光源,在效果上设置常量数据,渲染渲染目标大小的四边形,并在像素着色器中计算光照方程。
本质上是这样的:
// In LoadContent
RenderTarget2D lightmapRT = new RenderTarget2D(graphics.GraphicsDevice,
128,
128,
false, //No mip-mapping
SurfaceFormat.Color,
DepthFormat.Depth24);
// We now render to the lightmap in Render method
graphics.GraphicsDevice.SetRenderTarget(lightmapRT);
// Lightmap is black by default
graphics.GraphicsDevice.Clear(Color.Black);
// Use the sprite batch to draw quads with custom shader
spriteBatch.Begin(0, BlendState.Opaque, null, null, null, lightmapFx);
foreach (var light in lights)
{
// Pass the light parameters to the shader
lightmapFx.Parameters["Viewport"].SetValue(new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height));
lightmapFx.Parameters["Range"].SetValue(light.Range);
lightmapFx.Parameters["Intensity"].SetValue(light.Intensity);
lightmapFx.Parameters["LightColor"].SetValue(light.LightColor);
lightmapFx.Parameters["LightLocation"].SetValue(light.LightLocation);
// Render quad
spriteBatch.Draw(...);
}
spriteBatch.End();
FX文件看起来像这样:
float Range;
float Intensity;
float3 LightColor;
float2 LightLocation;
float2 Viewport;
struct VStoPS
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
};
VStoPS VS(in float4 color : COLOR0,
in float2 texCoord : TEXCOORD0,
in float4 position : POSITION0)
{
VStoPS vsout = (VStoPS)0;
// Half pixel offset for correct texel centering.
vsout.Position.xy -= 0.5;
// Viewport adjustment.
vsout.Position.xy = position.xy / Viewport;
vsout.Position.xy *= float2(2, -2);
vsout.Position.xy -= float2(1, -1);
// Pass texcoords as is
vsout.TexCoord = texCoord;
return vsout;
}
float4 PS(VStoPS psin)
{
// Do calculations here
// Here I just set it to white
return float4(1.0f, 1.0f, 1.0f, 1.0f);
}
technique Main
{
pass p0
{
VertexShader = compile vs_3_0 VS();
PixelShader = compile ps_3_0 PS();
}
}
请注意,此未经测试的代码可能充满了错误。我把它留给你来弄清楚像素着色器需要做什么。