- Fixed shadows not being cast if the lightsource is outside the sub and the convexhull is not

- Option to change the texture of the "light sphere"
- Added "headlights" to the scooters
This commit is contained in:
Regalis
2016-05-03 00:27:48 +03:00
parent 26608d3f82
commit 03626c997b
9 changed files with 122 additions and 47 deletions
+52 -10
View File
@@ -22,8 +22,12 @@ namespace Barotrauma.Lights
public Sprite LightSprite;
private Sprite overrideLightTexture;
public Entity Submarine;
public bool CastShadows;
//what was the range of the light when HullsInRange were last updated
private float prevHullUpdateRange;
@@ -45,6 +49,12 @@ namespace Barotrauma.Lights
}
}
public float Rotation
{
get;
set;
}
public Vector2 WorldPosition
{
get { return (Submarine == null) ? position : position + Submarine.Position; }
@@ -84,17 +94,24 @@ namespace Barotrauma.Lights
}
public LightSource (XElement element)
:this(Vector2.Zero, 100.0f, Color.White, null)
: this(Vector2.Zero, 100.0f, Color.White, null)
{
float range = ToolBox.GetAttributeFloat(element, "range", 100.0f);
Color color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
CastShadows = ToolBox.GetAttributeBool(element, "castshadows", true);
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
LightSprite = new Sprite(subElement);
LightSprite.Origin = LightSprite.size / 2.0f;
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
LightSprite = new Sprite(subElement);
break;
case "lighttexture":
overrideLightTexture = new Sprite(subElement);
break;
}
}
}
@@ -108,6 +125,8 @@ namespace Barotrauma.Lights
this.range = range;
this.color = color;
CastShadows = true;
texture = LightTexture;
GameMain.LightManager.AddLight(this);
@@ -115,12 +134,25 @@ namespace Barotrauma.Lights
public void UpdateHullsInRange()
{
if (!CastShadows) return;
hullsInRange.Clear();
if (range < 1.0f || color.A < 0.01f) return;
foreach (ConvexHull ch in ConvexHull.list)
{
if (MathUtils.CircleIntersectsRectangle(position, range, ch.BoundingBox)) hullsInRange.Add(ch);
if (Submarine == null && ch.ParentEntity.Submarine != null)
{
if (MathUtils.CircleIntersectsRectangle(position - ch.ParentEntity.Submarine.Position, range, ch.BoundingBox))
{
hullsInRange.Add(ch);
}
}
else if (MathUtils.CircleIntersectsRectangle(position, range, ch.BoundingBox))
{
hullsInRange.Add(ch);
}
}
}
@@ -128,15 +160,25 @@ namespace Barotrauma.Lights
{
if (range > 1.0f)
{
Vector2 center = new Vector2(LightTexture.Width / 2, LightTexture.Height / 2);
float scale = range / (lightTexture.Width / 2.0f);
if (overrideLightTexture == null)
{
Vector2 center = new Vector2(LightTexture.Width / 2, LightTexture.Height / 2);
float scale = range / (lightTexture.Width / 2.0f);
spriteBatch.Draw(lightTexture, new Vector2(WorldPosition.X, -WorldPosition.Y), null, color, 0, center, scale, SpriteEffects.None, 1);
spriteBatch.Draw(lightTexture, new Vector2(WorldPosition.X, -WorldPosition.Y), null, color, 0, center, scale, SpriteEffects.None, 1);
}
else
{
overrideLightTexture.Draw(spriteBatch,
new Vector2(WorldPosition.X, -WorldPosition.Y), Color,
overrideLightTexture.Origin, -Rotation,
new Vector2(overrideLightTexture.size.X/overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y/overrideLightTexture.SourceRect.Height));
}
}
if (LightSprite != null)
{
LightSprite.Draw(spriteBatch, new Vector2(WorldPosition.X, -WorldPosition.Y), Color);
LightSprite.Draw(spriteBatch, new Vector2(WorldPosition.X, -WorldPosition.Y), Color, LightSprite.Origin);
}
}