LightSources cache the light vertices in vertex buffers and only recalculate if needed
This commit is contained in:
@@ -103,6 +103,15 @@ namespace Barotrauma
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{
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get { return NetworkMember as GameClient; }
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}
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/// <summary>
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/// Total seconds elapsed after startup
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/// </summary>
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public double TotalElapsedTime
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{
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get;
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private set;
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}
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public GameMain()
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{
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@@ -297,11 +306,12 @@ namespace Barotrauma
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protected override void Update(GameTime gameTime)
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{
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Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
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bool paused = true;
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while (Timing.Accumulator >= Timing.Step)
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{
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TotalElapsedTime = gameTime.TotalGameTime.TotalSeconds;
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fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
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TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
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fixedTime.ElapsedGameTime = addTime;
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@@ -110,7 +110,7 @@ namespace Barotrauma.Lights
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//private Dictionary<LightSource, CachedShadow> cachedShadows;
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public VertexBuffer ShadowBuffer;
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Segment[] segments = new Segment[4];
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SegmentPoint[] vertices = new SegmentPoint[4];
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SegmentPoint[] losVertices = new SegmentPoint[4];
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@@ -136,10 +136,28 @@ namespace Barotrauma.Lights
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}
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private bool enabled;
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public bool Enabled
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{
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get
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{
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return enabled;
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}
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set
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{
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if (enabled == value) return;
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enabled = value;
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LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
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}
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}
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/// <summary>
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/// The elapsed gametime when the vertices of this hull last changed
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/// </summary>
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public float LastVertexChangeTime
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{
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get;
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set;
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private set;
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}
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public Rectangle BoundingBox
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@@ -197,6 +215,8 @@ namespace Barotrauma.Lights
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private void UpdateIgnoredEdges(ConvexHull ch)
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{
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if (ch == this) return;
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//ignore edges that are inside some other convex hull
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for (int i = 0; i < vertices.Length; i++)
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{
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if (vertices[i].Pos.X >= ch.boundingBox.X && vertices[i].Pos.X <= ch.boundingBox.Right &&
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@@ -233,13 +253,15 @@ namespace Barotrauma.Lights
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{
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for (int i = 0; i < vertices.Length; i++)
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{
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vertices[i].Pos += amount;
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losVertices[i].Pos += amount;
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vertices[i].Pos += amount;
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losVertices[i].Pos += amount;
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segments[i].Start.Pos += amount;
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segments[i].End.Pos += amount;
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segments[i].Start.Pos += amount;
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segments[i].End.Pos += amount;
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}
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LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
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CalculateDimensions();
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}
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@@ -247,6 +269,8 @@ namespace Barotrauma.Lights
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{
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Debug.Assert(points.Length == 4, "Only rectangular convex hulls are supported");
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LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
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for (int i = 0; i < 4; i++)
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{
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vertices[i] = new SegmentPoint(points[i]);
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@@ -256,10 +280,6 @@ namespace Barotrauma.Lights
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for (int i = 0; i < 4; i++)
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{
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segments[i] = new Segment(vertices[i], vertices[(i + 1) % 4]);
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//vertices[i].Segments[1] = segments[i];
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//vertices[(i + 1) % 4].Segments[0] = segments[i];
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}
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int margin = 0;
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@@ -280,6 +300,21 @@ namespace Barotrauma.Lights
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}
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CalculateDimensions();
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if (parentEntity == null || ignoreEdge == null) return;
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for (int i = 0; i<4; i++)
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{
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ignoreEdge[i] = false;
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}
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var chList = HullLists.Find(x => x.Submarine == parentEntity.Submarine);
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if (chList != null)
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{
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foreach (ConvexHull ch in chList.List)
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{
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UpdateIgnoredEdges(ch);
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}
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}
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}
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/*private void RemoveCachedShadow(Lights.LightSource light)
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@@ -94,7 +94,8 @@ namespace Barotrauma.Lights
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{
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foreach (LightSource light in lights)
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{
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light.NeedsHullUpdate = true;
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light.NeedsHullCheck = true;
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light.NeedsRecalculation = true;
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}
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}
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@@ -152,16 +153,16 @@ namespace Barotrauma.Lights
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Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
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lightEffect.World = Matrix.CreateTranslation(offset) * transform;
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foreach (LightSource light in lights)
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{
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if (light.Color.A < 1 || light.Range < 1.0f || !light.CastShadows) continue;
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if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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light.Draw(spriteBatch, lightEffect);
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light.Draw(spriteBatch, lightEffect, transform);
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}
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lightEffect.World = Matrix.CreateTranslation(offset) * transform;
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
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if (Character.Controlled != null)
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@@ -15,27 +15,35 @@ namespace Barotrauma.Lights
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private List<ConvexHullList> hullsInRange;
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private Color color;
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private float range;
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public SpriteEffects SpriteEffect = SpriteEffects.None;
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private Sprite overrideLightTexture;
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private Texture2D texture;
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public SpriteEffects SpriteEffect = SpriteEffects.None;
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public Sprite LightSprite;
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private Sprite overrideLightTexture;
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public Submarine ParentSub;
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public bool CastShadows;
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//what was the range of the light when HullsInRange were last updated
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private float prevHullUpdateRange;
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//what was the range of the light when lightvolumes were last calculated
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private float prevCalculatedRange;
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private Vector2 prevCalculatedPosition;
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private Vector2 prevHullUpdatePosition;
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//do we need to recheck which convex hulls are within range
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//(e.g. position or range of the lightsource has changed)
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public bool NeedsHullCheck = true;
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//do we need to recalculate the vertices of the light volume
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public bool NeedsRecalculation = true;
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public bool NeedsHullUpdate;
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//when were the vertices of the light volume last calculated
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private float lastRecalculationTime;
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private DynamicVertexBuffer lightVolumeBuffer;
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private DynamicIndexBuffer lightVolumeIndexBuffer;
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private int vertexCount;
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private int indexCount;
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private Vector2 position;
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public Vector2 Position
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@@ -46,10 +54,11 @@ namespace Barotrauma.Lights
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if (position == value) return;
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position = value;
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if (Vector2.Distance(prevHullUpdatePosition, position) < 5.0f) return;
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if (Vector2.Distance(prevCalculatedPosition, position) < 5.0f) return;
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NeedsHullUpdate = true;
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prevHullUpdatePosition = position;
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NeedsHullCheck = true;
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NeedsRecalculation = true;
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prevCalculatedPosition = position;
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}
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}
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@@ -90,10 +99,11 @@ 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) < 10.0f) return;
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if (Math.Abs(prevCalculatedRange - range) < 10.0f) return;
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NeedsHullUpdate = true;
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prevHullUpdateRange = range;
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NeedsHullCheck = true;
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NeedsRecalculation = true;
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prevCalculatedRange = range;
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}
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}
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@@ -130,9 +140,9 @@ namespace Barotrauma.Lights
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this.color = color;
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CastShadows = true;
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texture = LightTexture;
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GameMain.LightManager.AddLight(this);
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}
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@@ -162,82 +172,112 @@ namespace Barotrauma.Lights
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{
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ch.DrawShadows(graphics, cam, this, shadowTransform, false);
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}
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}
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private List<ConvexHull> GetHullsInRange(Submarine sub)
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{
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//find the current list of hulls in range
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var chList = hullsInRange.Find(x => x.Submarine == sub);
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//not found -> create one
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if (chList == null)
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{
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chList = new ConvexHullList(sub);
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hullsInRange.Add(chList);
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}
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Vector2 lightPos = position;
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if (ParentSub == null)
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{
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//light and the convexhull are both outside
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if (sub == null)
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{
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if (NeedsHullUpdate)
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{
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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if (fullChList != null)
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chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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}
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}
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//light is outside, convexhull inside a sub
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else
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{
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lightPos -= sub.Position;
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Rectangle subBorders = sub.Borders;
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subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
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//only draw if the light overlaps with the sub
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if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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}
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}
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else
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{
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//light is inside, convexhull outside
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if (sub == null) return null;
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//light and convexhull are both inside the same sub
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if (sub == ParentSub)
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{
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if (NeedsHullUpdate)
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{
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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}
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}
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//light and convexhull are inside different subs
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else
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{
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if (sub.DockedTo.Contains(ParentSub) && !NeedsHullUpdate) return chList.List;
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lightPos -= (sub.Position - ParentSub.Position);
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Rectangle subBorders = sub.Borders;
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subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
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//only draw if the light overlaps with the sub
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if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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}
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}
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return chList.List;
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}*/
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/// <summary>
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/// Update the contents of ConvexHullList and check if we need to recalculate vertices
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/// </summary>
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private void RefreshConvexHullList(ConvexHullList chList, Vector2 lightPos, Submarine sub)
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{
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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NeedsHullCheck = true;
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}
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/// <summary>
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/// Recheck which convex hulls are in range (if needed),
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/// and check if we need to recalculate vertices due to changes in the convex hulls
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/// </summary>
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private void CheckHullsInRange()
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{
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List<Submarine> subs = new List<Submarine>(Submarine.Loaded);
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subs.Add(null);
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foreach (Submarine sub in subs)
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{
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//find the list of convexhulls that belong to the sub
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var chList = hullsInRange.Find(x => x.Submarine == sub);
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//not found -> create one
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if (chList == null)
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{
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chList = new ConvexHullList(sub);
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hullsInRange.Add(chList);
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NeedsRecalculation = true;
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}
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if (chList.List.Any(ch => ch.LastVertexChangeTime > lastRecalculationTime))
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{
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NeedsRecalculation = true;
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}
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Vector2 lightPos = position;
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if (ParentSub == null)
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{
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//light and the convexhulls are both outside
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if (sub == null)
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{
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if (NeedsHullCheck)
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{
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RefreshConvexHullList(chList, lightPos, null);
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}
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}
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//light is outside, convexhulls inside a sub
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else
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{
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lightPos -= sub.Position;
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Rectangle subBorders = sub.Borders;
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subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
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//only draw if the light overlaps with the sub
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if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
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{
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if (chList.List.Count > 0) NeedsRecalculation = true;
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chList.List.Clear();
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continue;
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}
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RefreshConvexHullList(chList, lightPos, sub);
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}
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}
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else
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{
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//light is inside, convexhull outside
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if (sub == null) continue;
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//light and convexhull are both inside the same sub
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if (sub == ParentSub)
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{
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if (NeedsHullCheck)
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{
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RefreshConvexHullList(chList, lightPos, sub);
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}
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}
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//light and convexhull are inside different subs
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else
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{
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if (sub.DockedTo.Contains(ParentSub) && !NeedsHullCheck) continue;
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lightPos -= (sub.Position - ParentSub.Position);
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Rectangle subBorders = sub.Borders;
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subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
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//only draw if the light overlaps with the sub
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if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
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{
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if (chList.List.Count > 0) NeedsRecalculation = true;
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chList.List.Clear();
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continue;
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}
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RefreshConvexHullList(chList, lightPos, sub);
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}
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}
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}
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}
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private List<Vector2> FindRaycastHits()
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{
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@@ -247,7 +287,11 @@ namespace Barotrauma.Lights
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Vector2 drawPos = position;
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if (ParentSub != null) drawPos += ParentSub.DrawPosition;
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var hulls = ConvexHull.GetHullsInRange(position, range, ParentSub);
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var hulls = new List<ConvexHull>();// ConvexHull.GetHullsInRange(position, range, ParentSub);
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foreach (ConvexHullList chList in hullsInRange)
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{
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hulls.AddRange(chList.List);
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}
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//find convexhull segments that are close enough and facing towards the light source
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List<Segment> visibleSegments = new List<Segment>();
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@@ -256,6 +300,11 @@ namespace Barotrauma.Lights
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{
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hull.RefreshWorldPositions();
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if (hull.ParentEntity is Item)
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{
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int gfhdfgh = 1;
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}
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var visibleHullSegments = hull.GetVisibleSegments(drawPos);
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visibleSegments.AddRange(visibleHullSegments);
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@@ -342,8 +391,7 @@ namespace Barotrauma.Lights
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return closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
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}
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private void CalculateVertices(List<Vector2> encounters,
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out VertexPositionTexture[] vertexArray, out short[] indexArray)
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private void CalculateLightVertices(List<Vector2> rayCastHits)
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{
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List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
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@@ -351,22 +399,22 @@ namespace Barotrauma.Lights
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if (ParentSub != null) drawPos += ParentSub.DrawPosition;
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// Add a vertex for the center of the mesh
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vertices.Add(new VertexPositionTexture(new Vector3(drawPos.X, drawPos.Y, 0),
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vertices.Add(new VertexPositionTexture(new Vector3(position.X, position.Y, 0),
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new Vector2(0.5f, 0.5f)));
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// Add all the other encounter points as vertices
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// storing their world position as UV coordinates
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foreach (Vector2 vertex in encounters)
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foreach (Vector2 vertex in rayCastHits)
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{
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Vector2 diff = vertex - drawPos;
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|
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vertices.Add(new VertexPositionTexture(new Vector3(vertex.X, vertex.Y, 0),
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vertices.Add(new VertexPositionTexture(new Vector3(position.X + diff.X, position.Y + diff.Y, 0),
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new Vector2(0.5f, 0.5f) + diff / range / 2));
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||||
}
|
||||
|
||||
// Compute the indices to form triangles
|
||||
List<short> indices = new List<short>();
|
||||
for (int i = 0; i < encounters.Count - 1; i++)
|
||||
for (int i = 0; i < rayCastHits.Count - 1; i++)
|
||||
{
|
||||
indices.Add(0);
|
||||
indices.Add((short)((i + 2) % vertices.Count));
|
||||
@@ -377,12 +425,38 @@ namespace Barotrauma.Lights
|
||||
indices.Add((short)(1));
|
||||
indices.Add((short)(vertices.Count - 1));
|
||||
|
||||
vertexArray = vertices.ToArray<VertexPositionTexture>();
|
||||
indexArray = indices.ToArray<short>();
|
||||
vertexCount = vertices.Count;
|
||||
indexCount = indices.Count;
|
||||
|
||||
//TODO: a better way to determine the size of the vertex buffer and handle changes in size?
|
||||
//now we just create a buffer for 64 verts and make it larger if needed
|
||||
if (lightVolumeBuffer == null)
|
||||
{
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
|
||||
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
|
||||
}
|
||||
else if (vertexCount > lightVolumeBuffer.VertexCount)
|
||||
{
|
||||
lightVolumeBuffer.Dispose();
|
||||
lightVolumeIndexBuffer.Dispose();
|
||||
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
|
||||
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
|
||||
}
|
||||
|
||||
lightVolumeBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
|
||||
lightVolumeIndexBuffer.SetData<short>(indices.ToArray());
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect)
|
||||
public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
|
||||
{
|
||||
CheckHullsInRange();
|
||||
|
||||
Vector3 offset = ParentSub == null ? Vector3.Zero :
|
||||
new Vector3(ParentSub.DrawPosition.X, ParentSub.DrawPosition.Y, 0.0f);
|
||||
|
||||
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
|
||||
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
|
||||
@@ -412,32 +486,26 @@ namespace Barotrauma.Lights
|
||||
//LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
|
||||
}
|
||||
|
||||
var verts = FindRaycastHits();
|
||||
|
||||
/*for (int i = 0; i < verts.Count; i++)
|
||||
if (NeedsRecalculation)
|
||||
{
|
||||
Color[] clrs = new Color[] { Color.Green, Color.Cyan, Color.Red, Color.White, Color.Magenta };
|
||||
var verts = FindRaycastHits();
|
||||
CalculateLightVertices(verts);
|
||||
|
||||
Color clr = clrs[i % clrs.Length];
|
||||
|
||||
// GUI.DrawString(spriteBatch, new Vector2(verts[i].X, -verts[i].Y), verts[i].ToString(), clr);
|
||||
GUI.DrawString(spriteBatch, new Vector2(verts[i].X, -verts[i].Y), i.ToString(), clr);
|
||||
GUI.DrawLine(spriteBatch, drawPos, new Vector2(verts[i].X, -verts[i].Y), clr, 0,3);
|
||||
}*/
|
||||
|
||||
// Generate a triangle list from the encounter points
|
||||
VertexPositionTexture[] vertices;
|
||||
short[] indices;
|
||||
CalculateVertices(verts, out vertices, out indices);
|
||||
lastRecalculationTime = (float)GameMain.Instance.TotalElapsedTime;
|
||||
NeedsRecalculation = false;
|
||||
}
|
||||
|
||||
if (vertices.Length == 0) return;
|
||||
if (vertexCount == 0) return;
|
||||
|
||||
lightEffect.DiffuseColor = (new Vector3(color.R, color.G, color.B) * (color.A / 255.0f)) / 255.0f;// color.ToVector3();
|
||||
lightEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
GameMain.CurrGraphicsDevice.DrawUserIndexedPrimitives<VertexPositionTexture>
|
||||
|
||||
GameMain.CurrGraphicsDevice.SetVertexBuffer(lightVolumeBuffer);
|
||||
GameMain.CurrGraphicsDevice.Indices = lightVolumeIndexBuffer;
|
||||
|
||||
GameMain.CurrGraphicsDevice.DrawIndexedPrimitives
|
||||
(
|
||||
PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3
|
||||
PrimitiveType.TriangleList, 0, 0, indexCount / 3
|
||||
);
|
||||
}
|
||||
|
||||
@@ -463,6 +531,18 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
if (LightSprite != null) LightSprite.Remove();
|
||||
|
||||
if (lightVolumeBuffer != null)
|
||||
{
|
||||
lightVolumeBuffer.Dispose();
|
||||
lightVolumeBuffer = null;
|
||||
}
|
||||
|
||||
if (lightVolumeIndexBuffer != null)
|
||||
{
|
||||
lightVolumeIndexBuffer.Dispose();
|
||||
lightVolumeIndexBuffer = null;
|
||||
}
|
||||
|
||||
GameMain.LightManager.RemoveLight(this);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user