Lighting fixes & teleporting characters to sub

This commit is contained in:
Regalis11
2015-12-06 16:07:25 +02:00
parent 09588e548d
commit 40fb8d803d
11 changed files with 66 additions and 27 deletions
+25 -9
View File
@@ -30,6 +30,7 @@ namespace Barotrauma.Lights
private Dictionary<LightSource, CachedShadow> cachedShadows;
private Vector2[] worldVertices;
private Vector2[] vertices;
private int primitiveCount;
@@ -38,6 +39,8 @@ namespace Barotrauma.Lights
private VertexPositionColor[] shadowVertices;
private VertexPositionTexture[] penumbraVertices;
private Entity parentEntity;
private Rectangle boundingBox;
public bool Enabled
@@ -51,7 +54,7 @@ namespace Barotrauma.Lights
get { return boundingBox; }
}
public ConvexHull(Vector2[] points, Color color)
public ConvexHull(Vector2[] points, Color color, Entity parent)
{
if (shadowEffect == null)
{
@@ -67,9 +70,12 @@ namespace Barotrauma.Lights
penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
}
parentEntity = parent;
cachedShadows = new Dictionary<LightSource, CachedShadow>();
vertices = points;
worldVertices = new Vector2[vertices.Length];
primitiveCount = vertices.Length;
CalculateDimensions();
@@ -109,6 +115,7 @@ namespace Barotrauma.Lights
for (int i = 0; i < vertices.Count(); i++)
{
vertices[i] += amount;
worldVertices[i] += amount;
}
CalculateDimensions();
@@ -118,17 +125,26 @@ namespace Barotrauma.Lights
{
cachedShadows.Clear();
worldVertices = points;
vertices = points;
}
private void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
{
for (int i = 0; i < vertices.Length; i++)
{
worldVertices[i] = vertices[i];
if (parentEntity != null && parentEntity.Submarine != null)
{
worldVertices[i] += parentEntity.Submarine.Position;
}
}
//compute facing of each edge, using N*L
for (int i = 0; i < primitiveCount; i++)
{
Vector2 firstVertex = new Vector2(vertices[i].X, vertices[i].Y);
Vector2 firstVertex = new Vector2(worldVertices[i].X, worldVertices[i].Y);
int secondIndex = (i + 1) % primitiveCount;
Vector2 secondVertex = new Vector2(vertices[secondIndex].X, vertices[secondIndex].Y);
Vector2 secondVertex = new Vector2(worldVertices[secondIndex].X, worldVertices[secondIndex].Y);
Vector2 middle = (firstVertex + secondVertex) / 2;
Vector2 L = lightSourcePos - middle;
@@ -171,7 +187,7 @@ namespace Barotrauma.Lights
int svCount = 0;
while (svCount != shadowVertexCount * 2)
{
Vector3 vertexPos = new Vector3(vertices[currentIndex], 0.0f);
Vector3 vertexPos = new Vector3(worldVertices[currentIndex], 0.0f);
//one vertex on the hull
shadowVertices[svCount] = new VertexPositionColor();
@@ -201,7 +217,7 @@ namespace Barotrauma.Lights
for (int n = 0; n < 4; n += 3)
{
Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
Vector3 penumbraStart = new Vector3((n == 0) ? worldVertices[startingIndex] : worldVertices[endingIndex], 0.0f);
penumbraVertices[n] = new VertexPositionTexture();
penumbraVertices[n].Position = penumbraStart;
@@ -248,7 +264,7 @@ namespace Barotrauma.Lights
if (cachedShadows.TryGetValue(light, out cachedShadow))
{
if (light.Position == cachedShadow.LightPos ||
Vector2.DistanceSquared(light.Position, cachedShadow.LightPos) < 1.0f)
Vector2.DistanceSquared(light.WorldPosition, cachedShadow.LightPos) < 1.0f)
{
shadowVertices = cachedShadow.ShadowVertices;
penumbraVertices = cachedShadow.PenumbraVertices;
@@ -256,8 +272,8 @@ namespace Barotrauma.Lights
}
else
{
CalculateShadowVertices(light.Position, los);
cachedShadow.LightPos = light.Position;
CalculateShadowVertices(light.WorldPosition, los);
cachedShadow.LightPos = light.WorldPosition;
cachedShadow.ShadowVertices = shadowVertices;
cachedShadow.PenumbraVertices = penumbraVertices;
@@ -266,7 +282,7 @@ namespace Barotrauma.Lights
else
{
CalculateShadowVertices(light.Position, los);
cachedShadow = new CachedShadow(shadowVertices, penumbraVertices, light.Position);
cachedShadow = new CachedShadow(shadowVertices, penumbraVertices, light.WorldPosition);
cachedShadows.Add(light, cachedShadow);
}
+10 -1
View File
@@ -19,6 +19,8 @@ namespace Barotrauma.Lights
private Texture2D texture;
public Entity Submarine;
private Vector2 position;
public Vector2 Position
{
@@ -32,6 +34,11 @@ namespace Barotrauma.Lights
}
}
public Vector2 WorldPosition
{
get { return (Submarine == null) ? position : position + Submarine.Position; }
}
public static Texture2D LightTexture
{
get
@@ -64,10 +71,12 @@ namespace Barotrauma.Lights
}
}
public LightSource(Vector2 position, float range, Color color)
public LightSource(Vector2 position, float range, Color color, Submarine submarine)
{
hullsInRange = new List<ConvexHull>();
this.Submarine = submarine;
this.position = position;
this.range = range;
this.color = color;