为什么延迟照明会破坏FPS? 我试图在我的地图的可视空间放置大约20-26个延迟光照,它将fps从61降低到28-31。
它还使我的VGA温度从68°C升至72-73°C。 我觉得这有点奇怪,因为它只是2D。 而且我认为将这个FPS减半应该是这么多计算。
所以基本上我不明白为什么这种方法花费如此之多。 或者我的代码是否有问题以及我如何解决它?
还有其他方法可以获得良好的照明,其成本远低于此吗? 点光源?
我的代码是:
Texture_Lights = RenderTargetBase.GetTexture();
for (int i = 0; i < LightRef.Count; i++)
{
//Draw lights
for (int techniqueindex = 0; techniqueindex < LightRef[i].Parent.effect.Techniques.Count; techniqueindex++)
{
LightRef[i].Parent.effect.CurrentTechnique = LightRef[i].Parent.effect.Techniques[techniqueindex];
LightRef[i].Parent.effect.Parameters["time"].SetValue(((float)timer.Elapsed.TotalSeconds) * 0.0000158f);
LightRef[i].Parent.effect.Parameters["GameTime"].SetValue(timer.Elapsed.Seconds);
LightRef[i].Parent.effect.Parameters["lightPosition"].SetValue(
new Vector3(
(LightRef[i].Position.X-CameraX)/(1.0f/ZoomFloat),
(LightRef[i].Position.Y-CameraY)/(1.0f/ZoomFloat),
0
));
LightRef[i].Parent.effect.Parameters["screenWidth"].SetValue(this.Width);
LightRef[i].Parent.effect.Parameters["screenHeight"].SetValue(this.Height);
for (int cx = 0; cx < LightRef[i].Parent.SelfTextures.Count; cx++)
{
LightRef[i].Parent.effect.Parameters[LightRef[i].Parent.SelfTextures[cx]].SetValue(RenderTargetBase.GetTexture());
}
foreach (EffectPass pass in LightRef[i].Parent.effect.CurrentTechnique.Passes)
{
GraphicsDevice.SetRenderTarget(0, RenderTargetLights);
GraphicsDevice.Clear(ClearColor);
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None);
LightRef[i].Parent.effect.Begin();
LightRef[i].Parent.effect.GraphicsDevice.RenderState.AlphaBlendEnable = true;
pass.Begin();
spriteBatch.Draw(
Texture_Lights,
new Vector2(0,0),
new Rectangle(0, 0, Texture_Lights.Width, Texture_Lights.Height),
Color.White,
0,
new Vector2(0, 0),
1.0f,
SpriteEffects.None,
0);
spriteBatch.End();
pass.End();
LightRef[i].Parent.effect.End();
GraphicsDevice.SetRenderTarget(0, null);
GraphicsDevice.Clear(ClearColor);
Texture_Lights = RenderTargetLights.GetTexture();
}
}
}
GraphicsDevice.SetRenderTarget(0, null);
GraphicsDevice.Clear(ClearColor);
//Draw the Lightings #2
if (Texture_Lights != null)
{
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None);
spriteBatch.Draw(
Texture_Lights,
new Vector2(0, 0),
new Rectangle(0, 0, Texture_Lights.Width, Texture_Lights.Height),
Color.White,
0,
new Vector2(0, 0),
this.ZoomFloat,
SpriteEffects.None,
0);
spriteBatch.End();
}
Shader:
float GameTime;
float time;
texture2D colortexture;
texture2D normaltexture;
float ambient = 1.00;
float4 ambientColor = (1, 1, 1, 1);
float3 lightPosition = (230,230,0);
float4 lightColor = (120,120,120,120);
float lightPower = 0.27;
float screenWidth = 1000;
float screenHeight = 600;
sampler ColorMap = sampler_state
{
Texture = <colortexture>;
};
sampler NormalMap = sampler_state
{
Texture = <normaltexture>;
};
float4 DeferredNormalPS(float2 texCoords : TEXCOORD0) : COLOR
{
float4 base = tex2D(ColorMap, texCoords);
float3 normal = tex2D(NormalMap, texCoords);
float3 pixelPosition = float3(screenWidth * texCoords.x, screenHeight * texCoords.y,0);
float3 direction = lightPosition - pixelPosition;
float distance = 1 / length(lightPosition - pixelPosition) * lightPower;
float amount = max(dot(base + normal, normalize(distance)), 0);
lightColor *= lightPower;
float4 finalColor = (base * ambientColor * ambient) +
(base * distance * amount * lightColor * ambient);
finalColor.a = base.a;
return finalColor;
}
technique Deferred
{
pass Pass1
{
PixelShader = compile ps_3_0 DeferredNormalPS();
}
}