Updating lightSource.hullsInRange when a convex hull is removed, some cleanup
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@@ -46,8 +46,7 @@ namespace Barotrauma.Lights
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{
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public static List<ConvexHull> list = new List<ConvexHull>();
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static BasicEffect shadowEffect;
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//static BasicEffect penumbraEffect;
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private Dictionary<LightSource, CachedShadow> cachedShadows;
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private Vector2[] vertices;
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@@ -57,7 +56,6 @@ namespace Barotrauma.Lights
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private bool[] backFacing;
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private VertexPositionColor[] shadowVertices;
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// private VertexPositionTexture[] penumbraVertices;
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int shadowVertexCount;
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@@ -191,6 +189,7 @@ namespace Barotrauma.Lights
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{
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foreach (KeyValuePair<LightSource, CachedShadow> cachedShadow in cachedShadows)
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{
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cachedShadow.Key.NeedsHullUpdate();
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cachedShadow.Value.Dispose();
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}
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cachedShadows.Clear();
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@@ -284,56 +283,8 @@ namespace Barotrauma.Lights
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svCount += 2;
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currentIndex = (currentIndex + 1) % primitiveCount;
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}
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//if (los)
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//{
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// CalculatePenumbraVertices(startingIndex, endingIndex, lightSourcePos, los);
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//}
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}
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//private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los)
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//{
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// for (int n = 0; n < 4; n += 3)
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// {
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// Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
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// penumbraVertices[n] = new VertexPositionTexture();
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// penumbraVertices[n].Position = penumbraStart;
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// penumbraVertices[n].TextureCoordinate = new Vector2(0.0f, 1.0f);
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// //penumbraVertices[0].te = fow ? Color.Black : Color.Transparent;
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// for (int i = 0; i < 2; i++)
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// {
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// penumbraVertices[n + i + 1] = new VertexPositionTexture();
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// Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
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// vertexDir.Normalize();
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// Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f;
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// if (n > 0) normal = -normal;
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// vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
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// vertexDir.Normalize();
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// penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000;
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// if (los)
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// {
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// penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
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// }
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// else
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// {
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// penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero;
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// }
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// }
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// if (n > 0)
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// {
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// var temp = penumbraVertices[4];
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// penumbraVertices[4] = penumbraVertices[5];
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// penumbraVertices[5] = temp;
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// }
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// }
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//}
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public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, LightSource light, Matrix transform, bool los = true)
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{
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if (!Enabled) return;
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@@ -343,18 +294,9 @@ namespace Barotrauma.Lights
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if (light.Submarine==null && parentEntity != null && parentEntity.Submarine != null) lightSourcePos -= parentEntity.Submarine.Position;
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CachedShadow cachedShadow = null;
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if (cachedShadows.TryGetValue(light, out cachedShadow) &&
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(lightSourcePos == cachedShadow.LightPos || Vector2.DistanceSquared(lightSourcePos, cachedShadow.LightPos) < 1.0f))
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if (!cachedShadows.TryGetValue(light, out cachedShadow) ||
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Vector2.DistanceSquared(lightSourcePos, cachedShadow.LightPos) > 1.0f)
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{
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}
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else
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{
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//if (light.Submarine!=null && parentEntity != null && parentEntity.Submarine == light.Submarine)
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//{
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// lightPos = light.Position;
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//}
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CalculateShadowVertices(lightSourcePos, los);
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if (cachedShadow != null)
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@@ -390,8 +332,6 @@ namespace Barotrauma.Lights
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private void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Matrix transform, bool los = true)
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{
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Vector3 offset = Vector3.Zero;
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if (parentEntity != null && parentEntity.Submarine != null)
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{
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@@ -411,31 +351,18 @@ namespace Barotrauma.Lights
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{
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shadowEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, shadowVertexCount * 2 - 2);
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}
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}
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}
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// if (los && false)
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// {
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// penumbraEffect.World = shadowEffect.World;
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// penumbraEffect.CurrentTechnique.Passes[0].Apply();
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//#if WINDOWS
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// graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, 0, 2, VertexPositionTexture.VertexDeclaration);
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//#endif
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// }
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}
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public void Remove()
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{
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ClearCachedShadows();
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list.Remove(this);
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}
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}
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}
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@@ -135,8 +135,9 @@ namespace Barotrauma.Lights
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foreach (LightSource light in lights)
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{
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if (!light.hullsInRange.Any() || light.Color.A < 0.01f || light.Range < 1.0f) continue;
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if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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if (light.Color.A < 0.01f || light.Range < 1.0f) continue;
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if (light.hullsInRange == null) light.UpdateHullsInRange();
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if (!light.hullsInRange.Any() || !MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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//clear alpha to 1
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ClearAlphaToOne(graphics, spriteBatch);
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@@ -170,7 +171,7 @@ namespace Barotrauma.Lights
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foreach (LightSource light in lights)
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{
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if (light.hullsInRange.Any() || light.Color.A < 0.01f) continue;
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if (light.hullsInRange==null || light.hullsInRange.Any() || light.Color.A < 0.01f) continue;
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//if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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light.Draw(spriteBatch);
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@@ -86,7 +86,7 @@ namespace Barotrauma.Lights
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{
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range = MathHelper.Clamp(value, 0.0f, 2048.0f);
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if (Math.Abs(prevHullUpdateRange - range)<5.0f) return;
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if (Math.Abs(prevHullUpdateRange - range) < 5.0f) return;
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UpdateHullsInRange();
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prevHullUpdateRange = range;
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@@ -136,6 +136,8 @@ namespace Barotrauma.Lights
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{
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if (!CastShadows) return;
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if (hullsInRange == null) hullsInRange = new List<ConvexHull>();
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hullsInRange.Clear();
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if (range < 1.0f || color.A < 0.01f) return;
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@@ -156,6 +158,11 @@ namespace Barotrauma.Lights
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}
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}
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public void NeedsHullUpdate()
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{
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hullsInRange = null;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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if (range > 1.0f)
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@@ -282,9 +282,13 @@ namespace Barotrauma
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// if there is a gap and we have sections to merge, do it.
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if (section.gap != null)
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{
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GenerateMergedHull(mergedSections);
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}
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else
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{
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mergedSections.Add(section);
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}
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}
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// take care of any leftover pieces
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@@ -323,6 +327,7 @@ namespace Barotrauma
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corners[1] = new Vector2(sectionRect.X, sectionRect.Y);
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corners[2] = new Vector2(sectionRect.Right, sectionRect.Y);
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corners[3] = new Vector2(sectionRect.Right, sectionRect.Y - sectionRect.Height);
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return corners;
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}
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