38f1ddb...178a853: v0.8.9.1, removed content folder
This commit is contained in:
@@ -41,9 +41,17 @@ namespace Barotrauma.Lights
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public ConvexHull ConvexHull;
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public bool IsHorizontal;
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public bool IsAxisAligned;
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public Segment(SegmentPoint start, SegmentPoint end, ConvexHull convexHull)
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{
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if (start.Pos.Y > end.Pos.Y)
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{
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var temp = start;
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start = end;
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end = temp;
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}
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Start = start;
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End = end;
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ConvexHull = convexHull;
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@@ -52,6 +60,7 @@ namespace Barotrauma.Lights
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end.ConvexHull = convexHull;
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IsHorizontal = Math.Abs(start.Pos.X - end.Pos.X) > Math.Abs(start.Pos.Y - end.Pos.Y);
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IsAxisAligned = Math.Abs(start.Pos.X - end.Pos.X) < 0.1f || Math.Abs(start.Pos.Y - end.Pos.Y) < 0.001f;
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}
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}
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@@ -151,11 +160,12 @@ namespace Barotrauma.Lights
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}
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if (penumbraEffect == null)
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{
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penumbraEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
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penumbraEffect.TextureEnabled = true;
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//shadowEffect.VertexColorEnabled = true;
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penumbraEffect.LightingEnabled = false;
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penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
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penumbraEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
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{
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TextureEnabled = true,
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LightingEnabled = false,
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Texture = TextureLoader.FromFile("Content/Lights/penumbra.png")
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};
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}
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parentEntity = parent;
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@@ -206,10 +216,23 @@ namespace Barotrauma.Lights
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{
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ignoreEdge[i] = true;
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}
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}
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}
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}
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}
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}
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public void Rotate(Vector2 origin, float amount)
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{
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Matrix rotationMatrix = Matrix.CreateRotationZ(amount);
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Vector2[] newVerts = new Vector2[vertices.Length];
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for (int i = 0; i < vertices.Length; i++)
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{
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newVerts[i] = Vector2.Transform(vertices[i].Pos - origin, rotationMatrix) + origin;
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}
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SetVertices(newVerts);
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}
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private void CalculateDimensions()
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{
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float minX = vertices[0].Pos.X, minY = vertices[0].Pos.Y, maxX = vertices[0].Pos.X, maxY = vertices[0].Pos.Y;
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@@ -332,10 +355,8 @@ namespace Barotrauma.Lights
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/// <summary>
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/// Returns the segments that are facing towards viewPosition
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/// </summary>
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public List<Segment> GetVisibleSegments(Vector2 viewPosition)
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{
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List<Segment> visibleFaces = new List<Segment>();
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public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments)
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{
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for (int i = 0; i < 4; i++)
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{
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if (ignoreEdge[i]) continue;
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@@ -353,23 +374,26 @@ namespace Barotrauma.Lights
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if (Vector2.Dot(N, L) > 0)
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{
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visibleFaces.Add(segments[i]);
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visibleSegments.Add(segments[i]);
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}
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}
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return visibleFaces;
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}
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public void RefreshWorldPositions()
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{
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if (parentEntity == null || parentEntity.Submarine == null) return;
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for (int i = 0; i < 4; i++)
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{
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vertices[i].WorldPos = vertices[i].Pos + parentEntity.Submarine.DrawPosition;
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segments[i].Start.WorldPos = segments[i].Start.Pos + parentEntity.Submarine.DrawPosition;
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segments[i].End.WorldPos = segments[i].End.Pos + parentEntity.Submarine.DrawPosition;
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vertices[i].WorldPos = vertices[i].Pos;
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segments[i].Start.WorldPos = segments[i].Start.Pos;
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segments[i].End.WorldPos = segments[i].End.Pos;
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}
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if (parentEntity == null || parentEntity.Submarine == null) { return; }
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for (int i = 0; i < 4; i++)
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{
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vertices[i].WorldPos += parentEntity.Submarine.DrawPosition;
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segments[i].Start.WorldPos += parentEntity.Submarine.DrawPosition;
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segments[i].End.WorldPos += parentEntity.Submarine.DrawPosition;
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}
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}
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@@ -3,6 +3,8 @@ using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Content;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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using Barotrauma.Items.Components;
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namespace Barotrauma.Lights
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{
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@@ -11,6 +13,15 @@ namespace Barotrauma.Lights
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private const float AmbientLightUpdateInterval = 0.2f;
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private const float AmbientLightFalloff = 0.8f;
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/// <summary>
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/// Enables a feature that makes lights inside the hull increase the brightness of the entire hull
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/// and adjacent ones to some extent, if there are gaps for the lights to pass through.
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/// Prevents unnaturally dark looking shadows in otherwise well-lit submarines, but disabled at least for
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/// the time being because it makes the lighting behave unpredictably and may cause rooms to appear
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/// excessively bright if different lighting conditions aren't tested and accounted for.
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/// </summary>
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private static bool UseHullSpecificAmbientLight = false;
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private static Entity viewTarget;
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public static Entity ViewTarget
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@@ -22,38 +33,44 @@ namespace Barotrauma.Lights
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}
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}
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private float currLightMapScale;
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public Color AmbientLight;
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private float lightmapScale = 0.5f;
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public RenderTarget2D lightMap
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public RenderTarget2D LightMap
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{
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get;
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private set;
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}
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public RenderTarget2D losTexture
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public RenderTarget2D SpecularMap
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{
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get;
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private set;
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}
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public RenderTarget2D LosTexture
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{
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get;
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private set;
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}
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BasicEffect lightEffect;
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private BasicEffect lightEffect;
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public Effect LosEffect
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{
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get; private set;
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}
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private static Texture2D alphaClearTexture;
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private List<LightSource> lights;
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public bool LosEnabled = true;
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public LosMode LosMode = LosMode.Transparent;
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public bool LightingEnabled = true;
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public bool ObstructVision;
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private Texture2D visionCircle;
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private Dictionary<Hull, Color> hullAmbientLights;
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private Dictionary<Hull, Color> smoothedHullAmbientLights;
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@@ -67,22 +84,17 @@ namespace Barotrauma.Lights
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AmbientLight = new Color(20, 20, 20, 255);
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
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//visionCircle = new Sprite("Content/Lights/visioncircle.png", new Vector2(0.2f, 0.5f));
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var pp = graphics.PresentationParameters;
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lightMap = new RenderTarget2D(graphics,
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(int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false,
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pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
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RenderTargetUsage.DiscardContents);
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losTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false, SurfaceFormat.Color, DepthFormat.None);
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CreateRenderTargets(graphics);
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GameMain.Instance.OnResolutionChanged += () =>
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{
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CreateRenderTargets(graphics);
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};
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#if WINDOWS
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LosEffect = content.Load<Effect>("losshader");
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LosEffect = content.Load<Effect>("Effects/losshader");
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#else
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LosEffect = content.Load<Effect>("losshader_opengl");
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LosEffect = content.Load<Effect>("Effects/losshader_opengl");
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#endif
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if (lightEffect == null)
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@@ -96,16 +108,33 @@ namespace Barotrauma.Lights
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hullAmbientLights = new Dictionary<Hull, Color>();
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smoothedHullAmbientLights = new Dictionary<Hull, Color>();
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}
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if (alphaClearTexture == null)
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{
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alphaClearTexture = TextureLoader.FromFile("Content/Lights/alphaOne.png");
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}
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private void CreateRenderTargets(GraphicsDevice graphics)
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{
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var pp = graphics.PresentationParameters;
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currLightMapScale = GameMain.Config.LightMapScale;
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LightMap?.Dispose();
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LightMap = new RenderTarget2D(graphics,
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(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale), (int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false,
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pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
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RenderTargetUsage.DiscardContents);
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SpecularMap?.Dispose();
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SpecularMap = new RenderTarget2D(graphics,
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(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale), (int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false,
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pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
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RenderTargetUsage.DiscardContents);
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LosTexture?.Dispose();
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LosTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale), (int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false, SurfaceFormat.Color, DepthFormat.None);
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}
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public void AddLight(LightSource light)
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{
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lights.Add(light);
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if (!lights.Contains(light)) lights.Add(light);
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}
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public void RemoveLight(LightSource light)
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@@ -124,82 +153,126 @@ namespace Barotrauma.Lights
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public void Update(float deltaTime)
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{
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if (ambientLightUpdateTimer > 0.0f)
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if (UseHullSpecificAmbientLight)
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{
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ambientLightUpdateTimer -= deltaTime;
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}
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else
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{
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CalculateAmbientLights();
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ambientLightUpdateTimer = AmbientLightUpdateInterval;
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}
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foreach (Hull hull in hullAmbientLights.Keys)
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{
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if (!smoothedHullAmbientLights.ContainsKey(hull))
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if (ambientLightUpdateTimer > 0.0f)
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{
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smoothedHullAmbientLights.Add(hull, Color.TransparentBlack);
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ambientLightUpdateTimer -= deltaTime;
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}
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else
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{
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CalculateAmbientLights();
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ambientLightUpdateTimer = AmbientLightUpdateInterval;
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}
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}
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foreach (Hull hull in smoothedHullAmbientLights.Keys.ToList())
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{
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Color targetColor = Color.TransparentBlack;
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foreach (Hull hull in hullAmbientLights.Keys)
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{
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if (!smoothedHullAmbientLights.ContainsKey(hull))
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{
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smoothedHullAmbientLights.Add(hull, Color.TransparentBlack);
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}
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}
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hullAmbientLights.TryGetValue(hull, out targetColor);
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smoothedHullAmbientLights[hull] = Color.Lerp(smoothedHullAmbientLights[hull], targetColor, deltaTime);
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foreach (Hull hull in smoothedHullAmbientLights.Keys.ToList())
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{
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Color targetColor = Color.TransparentBlack;
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hullAmbientLights.TryGetValue(hull, out targetColor);
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smoothedHullAmbientLights[hull] = Color.Lerp(smoothedHullAmbientLights[hull], targetColor, deltaTime);
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}
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}
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}
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public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Effect blur)
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private List<LightSource> activeLights = new List<LightSource>(capacity: 100);
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public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, RenderTarget2D backgroundObstructor = null)
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{
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if (!LightingEnabled) return;
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graphics.SetRenderTarget(lightMap);
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Rectangle viewRect = cam.WorldView;
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viewRect.Y -= cam.WorldView.Height;
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//clear to some small ambient light
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graphics.Clear(AmbientLight);
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graphics.BlendState = BlendState.Additive;
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform * Matrix.CreateScale(new Vector3(lightmapScale, lightmapScale, 1.0f)));
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if (Math.Abs(currLightMapScale - GameMain.Config.LightMapScale) > 0.01f)
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{
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//lightmap scale has changed -> recreate render targets
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CreateRenderTargets(graphics);
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}
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Matrix spriteBatchTransform = cam.Transform * Matrix.CreateScale(new Vector3(GameMain.Config.LightMapScale, GameMain.Config.LightMapScale, 1.0f));
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Matrix transform = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
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if (GameMain.Config.SpecularityEnabled)
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{
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UpdateSpecularMap(graphics, spriteBatch, spriteBatchTransform, cam, backgroundObstructor);
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}
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graphics.SetRenderTarget(LightMap);
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Rectangle viewRect = cam.WorldView;
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viewRect.Y -= cam.WorldView.Height;
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//check which lights need to be drawn
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activeLights.Clear();
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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.Enabled) continue;
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if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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light.Draw(spriteBatch, lightEffect, transform);
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activeLights.Add(light);
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}
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lightEffect.World = Matrix.CreateTranslation(offset) * transform;
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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foreach (Hull hull in smoothedHullAmbientLights.Keys)
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//clear the lightmap
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graphics.Clear(Color.Black);
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graphics.BlendState = BlendState.Additive;
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//draw background lights
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//---------------------------------------------------------------------------------------------------
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bool backgroundSpritesDrawn = false;
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
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foreach (LightSource light in activeLights)
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{
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if (smoothedHullAmbientLights[hull].A < 0.01f) continue;
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if (!light.IsBackground) continue;
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light.DrawSprite(spriteBatch, cam);
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light.DrawLightVolume(spriteBatch, lightEffect, transform);
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backgroundSpritesDrawn = true;
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}
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GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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var drawRect =
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hull.Submarine == null ?
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hull.Rect :
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new Rectangle((int)(hull.Submarine.DrawPosition.X + hull.Rect.X), (int)(hull.Submarine.DrawPosition.Y + hull.Rect.Y), hull.Rect.Width, hull.Rect.Height);
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//draw a black rectangle on hulls to hide background lights behind subs
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//---------------------------------------------------------------------------------------------------
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(hull.Rect.Width, hull.Rect.Height),
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smoothedHullAmbientLights[hull], true);
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Dictionary<Hull, Rectangle> visibleHulls = null;
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if (backgroundSpritesDrawn)
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{
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if (backgroundObstructor != null)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
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spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
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(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
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spriteBatch.End();
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}
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else
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{
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visibleHulls = GetVisibleHulls(cam);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
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foreach (Rectangle drawRect in visibleHulls.Values)
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{
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//TODO: draw some sort of smoothed rectangle
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(drawRect.Width, drawRect.Height),
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Color.Black, true);
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}
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spriteBatch.End();
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}
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graphics.BlendState = BlendState.Additive;
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}
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//draw the focused item and character to highlight them,
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//and light sprites (done before drawing the actual light volumes so we can make characters obstruct the highlights and sprites)
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//---------------------------------------------------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
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if (Character.Controlled != null)
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{
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if (Character.Controlled.FocusedItem != null)
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@@ -208,7 +281,7 @@ namespace Barotrauma.Lights
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}
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if (Character.Controlled.FocusedCharacter != null)
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{
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Character.Controlled.FocusedCharacter.Draw(spriteBatch);
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Character.Controlled.FocusedCharacter.Draw(spriteBatch, cam);
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}
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foreach (Item item in Item.ItemList)
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@@ -218,33 +291,182 @@ namespace Barotrauma.Lights
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item.Draw(spriteBatch, false, true);
|
||||
}
|
||||
}
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||||
}
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||||
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||||
Vector2 drawPos = Character.Controlled.DrawPosition;
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drawPos.Y = -drawPos.Y;
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||||
foreach (LightSource light in activeLights)
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{
|
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if (light.IsBackground) continue;
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light.DrawSprite(spriteBatch, cam);
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}
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||||
spriteBatch.End();
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||||
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||||
//draw characters to obstruct the highlighted items/characters and light sprites
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//---------------------------------------------------------------------------------------------------
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||||
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, transformMatrix: spriteBatchTransform);
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.CurrentHull == null || !character.Enabled) continue;
|
||||
if (Character.Controlled?.FocusedCharacter == character) continue;
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
limb.Draw(spriteBatch, cam, Color.Black);
|
||||
}
|
||||
}
|
||||
spriteBatch.End();
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
|
||||
//draw the actual light volumes, additive particles, hull ambient lights and the halo around the player
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(cam.WorldView.X, -cam.WorldView.Y, cam.WorldView.Width, cam.WorldView.Height), AmbientLight, isFilled:true);
|
||||
|
||||
foreach (ElectricalDischarger discharger in ElectricalDischarger.List)
|
||||
{
|
||||
discharger.DrawElectricity(spriteBatch);
|
||||
}
|
||||
|
||||
foreach (LightSource light in activeLights)
|
||||
{
|
||||
if (light.IsBackground) continue;
|
||||
light.DrawLightVolume(spriteBatch, lightEffect, transform);
|
||||
}
|
||||
Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
|
||||
lightEffect.World = Matrix.CreateTranslation(Vector3.Zero) * transform;
|
||||
|
||||
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
|
||||
|
||||
if (UseHullSpecificAmbientLight)
|
||||
{
|
||||
if (visibleHulls == null)
|
||||
{
|
||||
visibleHulls = GetVisibleHulls(cam);
|
||||
}
|
||||
foreach (Hull hull in smoothedHullAmbientLights.Keys)
|
||||
{
|
||||
if (smoothedHullAmbientLights[hull].A < 0.01f) continue;
|
||||
if (!visibleHulls.TryGetValue(hull, out Rectangle drawRect)) continue;
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X, -drawRect.Y),
|
||||
new Vector2(hull.Rect.Width, hull.Rect.Height),
|
||||
smoothedHullAmbientLights[hull], true);
|
||||
}
|
||||
}
|
||||
|
||||
if (Character.Controlled != null)
|
||||
{
|
||||
Vector2 haloDrawPos = Character.Controlled.DrawPosition;
|
||||
haloDrawPos.Y = -haloDrawPos.Y;
|
||||
|
||||
//ambient light decreases the brightness of the halo (no need for a bright halo if the ambient light is bright enough)
|
||||
float ambientBrightness = (AmbientLight.R + AmbientLight.B + AmbientLight.G) / 255.0f / 3.0f;
|
||||
Color haloColor = Color.White * (1.0f - ambientBrightness);
|
||||
spriteBatch.Draw(
|
||||
LightSource.LightTexture, drawPos, null, haloColor * 0.4f, 0.0f,
|
||||
new Vector2(LightSource.LightTexture.Width / 2, LightSource.LightTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f);
|
||||
Color haloColor = Color.White * (0.4f - ambientBrightness);
|
||||
if (haloColor.A > 0)
|
||||
{
|
||||
spriteBatch.Draw(
|
||||
LightSource.LightTexture, haloDrawPos, null, haloColor, 0.0f,
|
||||
new Vector2(LightSource.LightTexture.Width / 2, LightSource.LightTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
}
|
||||
spriteBatch.End();
|
||||
|
||||
|
||||
if (GameMain.Config.SpecularityEnabled)
|
||||
{
|
||||
spriteBatch.Begin(blendState: CustomBlendStates.Multiplicative);
|
||||
spriteBatch.Draw(SpecularMap, Vector2.Zero, Color.White);
|
||||
//spriteBatch.Draw(SpecularMap, Vector2.Zero, Color.White);
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
//draw the actual light volumes, additive particles, hull ambient lights and the halo around the player
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
|
||||
graphics.SetRenderTarget(null);
|
||||
graphics.BlendState = BlendState.AlphaBlend;
|
||||
}
|
||||
|
||||
|
||||
public void UpdateSpecularMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Matrix spriteBatchTransform, Camera cam, RenderTarget2D backgroundObstructor = null)
|
||||
{
|
||||
graphics.SetRenderTarget(SpecularMap);
|
||||
|
||||
//clear the lightmap
|
||||
graphics.Clear(Color.Gray);
|
||||
graphics.BlendState = BlendState.AlphaBlend;
|
||||
|
||||
spriteBatch.Begin(sortMode: SpriteSortMode.Deferred, blendState: BlendState.AlphaBlend, transformMatrix: spriteBatchTransform);
|
||||
|
||||
if (Level.Loaded != null)
|
||||
{
|
||||
Level.Loaded.LevelObjectManager.DrawObjects(spriteBatch, cam, drawFront: false, specular: true);
|
||||
}
|
||||
|
||||
Dictionary<Hull, Rectangle> visibleHulls = new Dictionary<Hull, Rectangle>();
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
var drawRect =
|
||||
hull.Submarine == null ?
|
||||
hull.Rect :
|
||||
new Rectangle((int)(hull.Submarine.DrawPosition.X + hull.Rect.X), (int)(hull.Submarine.DrawPosition.Y + hull.Rect.Y), hull.Rect.Width, hull.Rect.Height);
|
||||
|
||||
if (drawRect.Right < cam.WorldView.X || drawRect.X > cam.WorldView.Right ||
|
||||
drawRect.Y - drawRect.Height > cam.WorldView.Y || drawRect.Y < cam.WorldView.Y - cam.WorldView.Height)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
visibleHulls.Add(hull, drawRect);
|
||||
}
|
||||
|
||||
foreach (Rectangle drawRect in visibleHulls.Values)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X, -drawRect.Y),
|
||||
new Vector2(drawRect.Width, drawRect.Height),
|
||||
Color.Gray, true);
|
||||
}
|
||||
spriteBatch.End();
|
||||
|
||||
//TODO: use renderTargetFront to obstruct the things behind the sub (has to be drawn with a solid gray color)
|
||||
/*spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
|
||||
spriteBatch.Draw(renderTargetFront, new Rectangle(0, 0,
|
||||
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.White);
|
||||
spriteBatch.End();*/
|
||||
|
||||
//TODO: specular maps for level walls
|
||||
Level.Loaded?.Renderer?.RenderWalls(graphics, cam, specular: true);
|
||||
|
||||
graphics.SetRenderTarget(null);
|
||||
graphics.BlendState = BlendState.AlphaBlend;
|
||||
}
|
||||
|
||||
private Dictionary<Hull, Rectangle> GetVisibleHulls(Camera cam)
|
||||
{
|
||||
Dictionary<Hull, Rectangle> visibleHulls = new Dictionary<Hull, Rectangle>();
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
var drawRect =
|
||||
hull.Submarine == null ?
|
||||
hull.Rect :
|
||||
new Rectangle((int)(hull.Submarine.DrawPosition.X + hull.Rect.X), (int)(hull.Submarine.DrawPosition.Y + hull.Rect.Y), hull.Rect.Width, hull.Rect.Height);
|
||||
|
||||
if (drawRect.Right < cam.WorldView.X || drawRect.X > cam.WorldView.Right ||
|
||||
drawRect.Y - drawRect.Height > cam.WorldView.Y || drawRect.Y < cam.WorldView.Y - cam.WorldView.Height)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
visibleHulls.Add(hull, drawRect);
|
||||
}
|
||||
return visibleHulls;
|
||||
}
|
||||
|
||||
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
|
||||
{
|
||||
if (!LosEnabled && !ObstructVision) return;
|
||||
if ((!LosEnabled || LosMode == LosMode.None) && !ObstructVision) return;
|
||||
if (ViewTarget == null) return;
|
||||
|
||||
graphics.SetRenderTarget(losTexture);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform * Matrix.CreateScale(new Vector3(lightmapScale, lightmapScale, 1.0f)));
|
||||
|
||||
graphics.SetRenderTarget(LosTexture);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cam.Transform * Matrix.CreateScale(new Vector3(GameMain.Config.LightMapScale, GameMain.Config.LightMapScale, 1.0f)));
|
||||
if (ObstructVision)
|
||||
{
|
||||
graphics.Clear(Color.Black);
|
||||
@@ -256,7 +478,7 @@ namespace Barotrauma.Lights
|
||||
MathHelper.Clamp(diff.Length() / 256.0f, 2.0f, 5.0f), 2.0f);
|
||||
|
||||
spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
|
||||
new Vector2(LightSource.LightTexture.Width * 0.2f, LightSource.LightTexture.Height / 2), scale, SpriteEffects.None, 0.0f);
|
||||
new Vector2(visionCircle.Width * 0.2f, visionCircle.Height / 2), scale, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -267,7 +489,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
//--------------------------------------
|
||||
|
||||
if (LosEnabled && ViewTarget != null)
|
||||
if (LosEnabled && LosMode != LosMode.None && ViewTarget != null)
|
||||
{
|
||||
Vector2 pos = ViewTarget.WorldPosition;
|
||||
|
||||
@@ -335,7 +557,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
if (light.Color.A < 1f || light.Range < 1.0f) continue;
|
||||
if (light.Color.A < 1f || light.Range < 1.0f || light.IsBackground) continue;
|
||||
|
||||
var newAmbientLights = AmbientLightHulls(light);
|
||||
foreach (Hull hull in newAmbientLights.Keys)
|
||||
@@ -367,7 +589,7 @@ namespace Barotrauma.Lights
|
||||
var hull = Hull.FindHull(light.WorldPosition);
|
||||
if (hull == null) return hullAmbientLight;
|
||||
|
||||
return AmbientLightHulls(hull, hullAmbientLight, light.Color * (light.Range / 2000.0f));
|
||||
return AmbientLightHulls(hull, hullAmbientLight, light.Color * Math.Min(light.Range / 1000.0f, 1.0f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -419,27 +641,14 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
static CustomBlendStates()
|
||||
{
|
||||
Multiplicative = new BlendState();
|
||||
Multiplicative.ColorSourceBlend = Multiplicative.AlphaSourceBlend = Blend.Zero;
|
||||
Multiplicative.ColorDestinationBlend = Multiplicative.AlphaDestinationBlend = Blend.SourceColor;
|
||||
Multiplicative.ColorBlendFunction = Multiplicative.AlphaBlendFunction = BlendFunction.Add;
|
||||
|
||||
WriteToAlpha = new BlendState();
|
||||
WriteToAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
|
||||
|
||||
MultiplyWithAlpha = new BlendState();
|
||||
MultiplyWithAlpha.ColorDestinationBlend = MultiplyWithAlpha.AlphaDestinationBlend = Blend.One;
|
||||
MultiplyWithAlpha.ColorSourceBlend = MultiplyWithAlpha.AlphaSourceBlend = Blend.DestinationAlpha;
|
||||
|
||||
LOS = new BlendState();
|
||||
LOS.ColorSourceBlend = LOS.AlphaSourceBlend = Blend.Zero;
|
||||
LOS.ColorDestinationBlend = LOS.AlphaDestinationBlend = Blend.InverseSourceColor;
|
||||
LOS.ColorBlendFunction = LOS.AlphaBlendFunction = BlendFunction.Add;
|
||||
Multiplicative = new BlendState
|
||||
{
|
||||
ColorSourceBlend = Blend.DestinationColor,
|
||||
ColorDestinationBlend = Blend.SourceColor,
|
||||
ColorBlendFunction = BlendFunction.Add
|
||||
};
|
||||
}
|
||||
public static BlendState Multiplicative { get; private set; }
|
||||
public static BlendState WriteToAlpha { get; private set; }
|
||||
public static BlendState MultiplyWithAlpha { get; private set; }
|
||||
public static BlendState LOS { get; private set; }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -8,31 +8,121 @@ using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Lights
|
||||
{
|
||||
class LightSource
|
||||
class LightSourceParams : ISerializableEntity
|
||||
{
|
||||
private static Texture2D lightTexture;
|
||||
public string Name => "LightSource";
|
||||
|
||||
private List<ConvexHullList> hullsInRange;
|
||||
public bool Persistent;
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new Dictionary<string, SerializableProperty>();
|
||||
|
||||
[Serialize("1.0,1.0,1.0,1.0", true), Editable]
|
||||
public Color Color
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private Color color;
|
||||
private float range;
|
||||
[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set
|
||||
{
|
||||
|
||||
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public Sprite overrideLightTexture;
|
||||
public Texture2D texture;
|
||||
|
||||
public Sprite OverrideLightTexture
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
//Additional sprite drawn on top of the lightsource. Ignores shadows.
|
||||
//Can be used to make lamp sprites glow for example.
|
||||
public Sprite LightSprite;
|
||||
public Sprite LightSprite
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public XElement DeformableLightSpriteElement
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
//Override the alpha value of the light sprite (if not set, the alpha of the light color is used)
|
||||
//Can be used to make lamp sprites glow at full brightness even if the light itself is dim.
|
||||
public float? OverrideLightSpriteAlpha;
|
||||
|
||||
public LightSourceParams(XElement element)
|
||||
{
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
{
|
||||
LightSprite = new Sprite(subElement);
|
||||
float spriteAlpha = subElement.GetAttributeFloat("alpha", -1.0f);
|
||||
if (spriteAlpha >= 0.0f)
|
||||
{
|
||||
OverrideLightSpriteAlpha = spriteAlpha;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "deformablesprite":
|
||||
{
|
||||
DeformableLightSpriteElement = subElement;
|
||||
float spriteAlpha = subElement.GetAttributeFloat("alpha", -1.0f);
|
||||
if (spriteAlpha >= 0.0f)
|
||||
{
|
||||
OverrideLightSpriteAlpha = spriteAlpha;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "lighttexture":
|
||||
OverrideLightTexture = new Sprite(subElement);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public LightSourceParams(float range, Color color)
|
||||
{
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this);
|
||||
Range = range;
|
||||
Color = color;
|
||||
}
|
||||
}
|
||||
|
||||
class LightSource
|
||||
{
|
||||
private static Texture2D lightTexture;
|
||||
|
||||
private List<ConvexHullList> hullsInRange;
|
||||
|
||||
public Texture2D texture;
|
||||
|
||||
public SpriteEffects LightSpriteEffect;
|
||||
|
||||
public Submarine ParentSub;
|
||||
|
||||
public bool CastShadows;
|
||||
private bool castShadows;
|
||||
public bool CastShadows
|
||||
{
|
||||
get { return castShadows && !IsBackground; }
|
||||
set { castShadows = value; }
|
||||
}
|
||||
|
||||
//what was the range of the light when lightvolumes were last calculated
|
||||
private float prevCalculatedRange;
|
||||
@@ -69,13 +159,17 @@ namespace Barotrauma.Lights
|
||||
private int vertexCount;
|
||||
private int indexCount;
|
||||
|
||||
private readonly LightSourceParams lightSourceParams;
|
||||
|
||||
public LightSourceParams LightSourceParams => lightSourceParams;
|
||||
|
||||
private Vector2 position;
|
||||
public Vector2 Position
|
||||
{
|
||||
get { return position; }
|
||||
set
|
||||
{
|
||||
if (position == value) return;
|
||||
if (Math.Abs(position.X - value.X) < 0.1f && Math.Abs(position.Y - value.Y) < 0.1f) return;
|
||||
position = value;
|
||||
|
||||
if (Vector2.DistanceSquared(prevCalculatedPosition, position) < 5.0f * 5.0f) return;
|
||||
@@ -92,7 +186,7 @@ namespace Barotrauma.Lights
|
||||
get { return rotation; }
|
||||
set
|
||||
{
|
||||
if (rotation == value) return;
|
||||
if (Math.Abs(rotation - value) < 0.01f) return;
|
||||
rotation = value;
|
||||
|
||||
NeedsHullCheck = true;
|
||||
@@ -100,6 +194,12 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 SpriteScale
|
||||
{
|
||||
get;
|
||||
set;
|
||||
} = Vector2.One;
|
||||
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
get { return (ParentSub == null) ? position : position + ParentSub.Position; }
|
||||
@@ -111,81 +211,93 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
if (lightTexture == null)
|
||||
{
|
||||
lightTexture = TextureLoader.FromFile("Content/Lights/light.png");
|
||||
lightTexture = TextureLoader.FromFile("Content/Lights/pointlight_bright.png");
|
||||
}
|
||||
|
||||
return lightTexture;
|
||||
}
|
||||
}
|
||||
|
||||
public Color Color
|
||||
public Sprite OverrideLightTexture
|
||||
{
|
||||
get { return color; }
|
||||
set { color = value; }
|
||||
get { return lightSourceParams.OverrideLightTexture; }
|
||||
}
|
||||
|
||||
public Sprite LightSprite
|
||||
{
|
||||
get { return lightSourceParams.LightSprite; }
|
||||
}
|
||||
|
||||
public Color Color
|
||||
{
|
||||
get { return lightSourceParams.Color; }
|
||||
set { lightSourceParams.Color = value; }
|
||||
}
|
||||
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
get { return lightSourceParams.Range; }
|
||||
set
|
||||
{
|
||||
|
||||
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
|
||||
if (Math.Abs(prevCalculatedRange - range) < 10.0f) return;
|
||||
lightSourceParams.Range = value;
|
||||
if (Math.Abs(prevCalculatedRange - lightSourceParams.Range) < 10.0f) return;
|
||||
|
||||
NeedsHullCheck = true;
|
||||
NeedsRecalculation = true;
|
||||
prevCalculatedRange = range;
|
||||
prevCalculatedRange = lightSourceParams.Range;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Background lights are drawn behind submarines and they don't cast shadows.
|
||||
/// </summary>
|
||||
public bool IsBackground
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public DeformableSprite DeformableLightSprite
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool Enabled = true;
|
||||
|
||||
public LightSource (XElement element)
|
||||
: this(Vector2.Zero, 100.0f, Color.White, null)
|
||||
{
|
||||
range = element.GetAttributeFloat("range", 100.0f);
|
||||
color = new Color(element.GetAttributeVector4("color", Vector4.One));
|
||||
|
||||
lightSourceParams = new LightSourceParams(element);
|
||||
CastShadows = element.GetAttributeBool("castshadows", true);
|
||||
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
if (lightSourceParams.DeformableLightSpriteElement != null)
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
LightSprite = new Sprite(subElement);
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement);
|
||||
}
|
||||
}
|
||||
|
||||
float spriteAlpha = subElement.GetAttributeFloat("alpha", -1.0f);
|
||||
if (spriteAlpha >= 0.0f)
|
||||
{
|
||||
OverrideLightSpriteAlpha = spriteAlpha;
|
||||
}
|
||||
break;
|
||||
case "lighttexture":
|
||||
overrideLightTexture = new Sprite(subElement);
|
||||
break;
|
||||
}
|
||||
public LightSource(LightSourceParams lightSourceParams)
|
||||
: this(Vector2.Zero, 100.0f, Color.White, null)
|
||||
{
|
||||
this.lightSourceParams = lightSourceParams;
|
||||
lightSourceParams.Persistent = true;
|
||||
if (lightSourceParams.DeformableLightSpriteElement != null)
|
||||
{
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement);
|
||||
}
|
||||
}
|
||||
|
||||
public LightSource(Vector2 position, float range, Color color, Submarine submarine, bool addLight=true)
|
||||
{
|
||||
hullsInRange = new List<ConvexHullList>();
|
||||
|
||||
this.ParentSub = submarine;
|
||||
|
||||
this.position = position;
|
||||
this.range = range;
|
||||
this.color = color;
|
||||
|
||||
CastShadows = true;
|
||||
|
||||
lightSourceParams = new LightSourceParams(range, color);
|
||||
CastShadows = true;
|
||||
texture = LightTexture;
|
||||
|
||||
diffToSub = new Dictionary<Submarine, Vector2>();
|
||||
|
||||
if (addLight) GameMain.LightManager.AddLight(this);
|
||||
}
|
||||
|
||||
@@ -197,7 +309,7 @@ namespace Barotrauma.Lights
|
||||
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
|
||||
if (fullChList == null) return;
|
||||
|
||||
chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
|
||||
chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, Range, ch.BoundingBox));
|
||||
|
||||
NeedsHullCheck = true;
|
||||
}
|
||||
@@ -249,7 +361,7 @@ namespace Barotrauma.Lights
|
||||
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
|
||||
|
||||
//only draw if the light overlaps with the sub
|
||||
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
|
||||
if (!MathUtils.CircleIntersectsRectangle(lightPos, Range, subBorders))
|
||||
{
|
||||
if (chList.List.Count > 0) NeedsRecalculation = true;
|
||||
chList.List.Clear();
|
||||
@@ -283,7 +395,7 @@ namespace Barotrauma.Lights
|
||||
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
|
||||
|
||||
//don't draw any shadows if the light doesn't overlap with the borders of the sub
|
||||
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
|
||||
if (!MathUtils.CircleIntersectsRectangle(lightPos, Range, subBorders))
|
||||
{
|
||||
if (chList.List.Count > 0) NeedsRecalculation = true;
|
||||
chList.List.Clear();
|
||||
@@ -316,19 +428,17 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
return null;
|
||||
}
|
||||
if (range < 1.0f || color.A < 0.01f) return null;
|
||||
if (Range < 1.0f || Color.A < 0.01f) return null;
|
||||
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
|
||||
var hulls = new List<ConvexHull>();// ConvexHull.GetHullsInRange(position, range, ParentSub);
|
||||
var hulls = new List<ConvexHull>();
|
||||
foreach (ConvexHullList chList in hullsInRange)
|
||||
{
|
||||
//hulls.AddRange(chList.List);
|
||||
foreach (ConvexHull hull in chList.List)
|
||||
{
|
||||
if (!chList.IsHidden.Contains(hull)) hulls.Add(hull);
|
||||
//hulls.Add(hull);
|
||||
}
|
||||
foreach (ConvexHull hull in chList.List)
|
||||
{
|
||||
@@ -336,16 +446,14 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
float bounds = range * 2;
|
||||
float bounds = Range * 2;
|
||||
//find convexhull segments that are close enough and facing towards the light source
|
||||
List<Segment> visibleSegments = new List<Segment>();
|
||||
List<SegmentPoint> points = new List<SegmentPoint>();
|
||||
foreach (ConvexHull hull in hulls)
|
||||
{
|
||||
hull.RefreshWorldPositions();
|
||||
|
||||
var visibleHullSegments = hull.GetVisibleSegments(drawPos);
|
||||
visibleSegments.AddRange(visibleHullSegments);
|
||||
hull.GetVisibleSegments(drawPos, visibleSegments);
|
||||
}
|
||||
|
||||
//Generate new points at the intersections between segments
|
||||
@@ -355,9 +463,15 @@ namespace Barotrauma.Lights
|
||||
Vector2 p1a = visibleSegments[i].Start.WorldPos;
|
||||
Vector2 p1b = visibleSegments[i].End.WorldPos;
|
||||
|
||||
for (int j = 0; j < visibleSegments.Count; j++)
|
||||
for (int j = i + 1; j < visibleSegments.Count; j++)
|
||||
{
|
||||
if (j == i) continue;
|
||||
//ignore intersections between parallel axis-aligned segments
|
||||
if (visibleSegments[i].IsAxisAligned && visibleSegments[j].IsAxisAligned &&
|
||||
visibleSegments[i].IsHorizontal == visibleSegments[j].IsHorizontal)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Vector2 p2a = visibleSegments[j].Start.WorldPos;
|
||||
Vector2 p2b = visibleSegments[j].End.WorldPos;
|
||||
|
||||
@@ -369,15 +483,30 @@ namespace Barotrauma.Lights
|
||||
continue;
|
||||
}
|
||||
|
||||
Vector2? intersection = MathUtils.GetLineIntersection(p1a, p1b, p2a, p2b);
|
||||
|
||||
if (intersection != null)
|
||||
bool intersects;
|
||||
Vector2 intersection = Vector2.Zero;
|
||||
if (visibleSegments[i].IsAxisAligned)
|
||||
{
|
||||
Vector2 intersectionVal = intersection.Value;
|
||||
intersects = MathUtils.GetAxisAlignedLineIntersection(p2a, p2b, p1a, p1b, visibleSegments[i].IsHorizontal, out intersection);
|
||||
}
|
||||
else if (visibleSegments[j].IsAxisAligned)
|
||||
{
|
||||
intersects = MathUtils.GetAxisAlignedLineIntersection(p1a, p1b, p2a, p2b, visibleSegments[j].IsHorizontal, out intersection);
|
||||
}
|
||||
else
|
||||
{
|
||||
intersects = MathUtils.GetLineIntersection(p1a, p1b, p2a, p2b, out intersection);
|
||||
}
|
||||
|
||||
if (intersects)
|
||||
{
|
||||
SegmentPoint start = visibleSegments[i].Start;
|
||||
SegmentPoint end = visibleSegments[i].End;
|
||||
SegmentPoint mid = new SegmentPoint(intersectionVal, null);
|
||||
SegmentPoint mid = new SegmentPoint(intersection, null);
|
||||
if (visibleSegments[i].ConvexHull?.ParentEntity?.Submarine != null)
|
||||
{
|
||||
mid.Pos -= visibleSegments[i].ConvexHull.ParentEntity.Submarine.DrawPosition;
|
||||
}
|
||||
|
||||
if (Vector2.DistanceSquared(start.WorldPos, mid.WorldPos) < 25.0f ||
|
||||
Vector2.DistanceSquared(end.WorldPos, mid.WorldPos) < 25.0f)
|
||||
@@ -385,10 +514,17 @@ namespace Barotrauma.Lights
|
||||
continue;
|
||||
}
|
||||
|
||||
Segment seg1 = new Segment(start, mid, visibleSegments[i].ConvexHull); seg1.IsHorizontal = visibleSegments[i].IsHorizontal;
|
||||
Segment seg2 = new Segment(mid, end, visibleSegments[i].ConvexHull); seg2.IsHorizontal = visibleSegments[i].IsHorizontal;
|
||||
Segment seg1 = new Segment(start, mid, visibleSegments[i].ConvexHull)
|
||||
{
|
||||
IsHorizontal = visibleSegments[i].IsHorizontal,
|
||||
};
|
||||
|
||||
Segment seg2 = new Segment(mid, end, visibleSegments[i].ConvexHull)
|
||||
{
|
||||
IsHorizontal = visibleSegments[i].IsHorizontal
|
||||
};
|
||||
visibleSegments[i] = seg1;
|
||||
visibleSegments.Insert(i+1,seg2);
|
||||
visibleSegments.Insert(i + 1, seg2);
|
||||
i--;
|
||||
break;
|
||||
}
|
||||
@@ -430,14 +566,14 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
StringBuilder sb = new StringBuilder("Constructing light volumes failed! Light pos: "+drawPos+", Hull verts:\n");
|
||||
StringBuilder sb = new StringBuilder("Constructing light volumes failed! Light pos: " + drawPos + ", Hull verts:\n");
|
||||
foreach (SegmentPoint sp in points)
|
||||
{
|
||||
sb.AppendLine(sp.Pos.ToString());
|
||||
}
|
||||
DebugConsole.ThrowError(sb.ToString(), e);
|
||||
}
|
||||
|
||||
|
||||
List<Vector2> output = new List<Vector2>();
|
||||
//List<Pair<int, Vector2>> preOutput = new List<Pair<int, Vector2>>();
|
||||
|
||||
@@ -514,21 +650,47 @@ namespace Barotrauma.Lights
|
||||
return output;
|
||||
}
|
||||
|
||||
private Pair<int,Vector2> RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
|
||||
private Pair<int, Vector2> RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
|
||||
{
|
||||
float closestDist = 0.0f;
|
||||
float closestDist = float.PositiveInfinity;
|
||||
Vector2? closestIntersection = null;
|
||||
int segment = -1;
|
||||
|
||||
for (int i=0;i<segments.Count;i++)
|
||||
float minX = Math.Min(rayStart.X, rayEnd.X);
|
||||
float maxX = Math.Max(rayStart.X, rayEnd.X);
|
||||
float minY = Math.Min(rayStart.Y, rayEnd.Y);
|
||||
float maxY = Math.Max(rayStart.Y, rayEnd.Y);
|
||||
|
||||
for (int i = 0; i < segments.Count; i++)
|
||||
{
|
||||
Segment s = segments[i];
|
||||
Vector2? intersection = MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, s.IsHorizontal);
|
||||
|
||||
if (intersection != null)
|
||||
//segment's end position always has a higher or equal y coordinate than the start position
|
||||
//so we can do this comparison and skip segments that are at the wrong side of the ray
|
||||
if (s.End.WorldPos.Y < s.Start.WorldPos.Y)
|
||||
{
|
||||
float dist = Vector2.DistanceSquared((Vector2)intersection, rayStart);
|
||||
if (closestIntersection == null || dist < closestDist)
|
||||
System.Diagnostics.Debug.Assert(s.End.WorldPos.Y >= s.Start.WorldPos.Y,
|
||||
"LightSource raycast failed. Segment's end positions should never be below the start position. Parent entity: " + (s.ConvexHull?.ParentEntity == null ? "null" : s.ConvexHull.ParentEntity.ToString()));
|
||||
}
|
||||
if (s.Start.WorldPos.Y > maxY || s.End.WorldPos.Y < minY) { continue; }
|
||||
//same for the x-axis
|
||||
if (s.Start.WorldPos.X > s.End.WorldPos.X)
|
||||
{
|
||||
if (s.Start.WorldPos.X < minX) continue;
|
||||
if (s.End.WorldPos.X > maxX) continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (s.End.WorldPos.X < minX) continue;
|
||||
if (s.Start.WorldPos.X > maxX) continue;
|
||||
}
|
||||
|
||||
if (s.IsAxisAligned ?
|
||||
MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, s.IsHorizontal, out Vector2 intersection) :
|
||||
MathUtils.GetLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, out intersection))
|
||||
{
|
||||
float dist = Vector2.DistanceSquared(intersection, rayStart);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
closestDist = dist;
|
||||
closestIntersection = intersection;
|
||||
@@ -536,10 +698,8 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Pair<int,Vector2> retVal = new Pair<int,Vector2>();
|
||||
retVal.Second = closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
|
||||
retVal.First = segment;
|
||||
|
||||
Pair<int, Vector2> retVal = new Pair<int, Vector2>(segment, closestIntersection == null ? rayEnd : (Vector2)closestIntersection);
|
||||
return retVal;
|
||||
}
|
||||
|
||||
@@ -555,15 +715,27 @@ namespace Barotrauma.Lights
|
||||
|
||||
Vector2 uvOffset = Vector2.Zero;
|
||||
Vector2 overrideTextureDims = Vector2.One;
|
||||
if (overrideLightTexture != null)
|
||||
if (OverrideLightTexture != null)
|
||||
{
|
||||
overrideTextureDims = new Vector2(overrideLightTexture.SourceRect.Width, overrideLightTexture.SourceRect.Height);
|
||||
uvOffset = (overrideLightTexture.Origin / overrideTextureDims) - new Vector2(0.5f, 0.5f);
|
||||
overrideTextureDims = new Vector2(OverrideLightTexture.SourceRect.Width, OverrideLightTexture.SourceRect.Height);
|
||||
uvOffset = (OverrideLightTexture.Origin / overrideTextureDims) - new Vector2(0.5f, 0.5f);
|
||||
}
|
||||
|
||||
// Add a vertex for the center of the mesh
|
||||
vertices.Add(new VertexPositionColorTexture(new Vector3(position.X, position.Y, 0),
|
||||
Color.White,new Vector2(0.5f, 0.5f) + uvOffset));
|
||||
Color.White, new Vector2(0.5f, 0.5f) + uvOffset));
|
||||
|
||||
//hacky fix to exc excessively large light volumes (they used to be up to 4x the range of the light if there was nothing to block the rays).
|
||||
//might want to tweak the raycast logic in a way that this isn't necessary
|
||||
float boundRadius = Range * 1.1f / (1.0f - Math.Max(Math.Abs(uvOffset.X), Math.Abs(uvOffset.Y)));
|
||||
Rectangle boundArea = new Rectangle((int)(drawPos.X - boundRadius), (int)(drawPos.Y + boundRadius), (int)(boundRadius * 2), (int)(boundRadius * 2));
|
||||
for (int i = 0; i < rayCastHits.Count; i++)
|
||||
{
|
||||
if (MathUtils.GetLineRectangleIntersection(drawPos, rayCastHits[i], boundArea, out Vector2 intersection))
|
||||
{
|
||||
rayCastHits[i] = intersection;
|
||||
}
|
||||
}
|
||||
|
||||
// Add all the other encounter points as vertices
|
||||
// storing their world position as UV coordinates
|
||||
@@ -578,19 +750,6 @@ namespace Barotrauma.Lights
|
||||
Vector2 nextVertex = rayCastHits[i < rayCastHits.Count - 1 ? i + 1 : 0];
|
||||
|
||||
Vector2 rawDiff = vertex - drawPos;
|
||||
Vector2 diff = rawDiff;
|
||||
diff /= range * 2.0f;
|
||||
if (overrideLightTexture != null)
|
||||
{
|
||||
//calculate texture coordinates based on the light's rotation
|
||||
Vector2 originDiff = diff;
|
||||
|
||||
diff.X = originDiff.X * cosAngle - originDiff.Y * sinAngle;
|
||||
diff.Y = originDiff.X * sinAngle + originDiff.Y * cosAngle;
|
||||
diff *= (overrideTextureDims / overrideLightTexture.size) * 2.0f;
|
||||
|
||||
diff += uvOffset;
|
||||
}
|
||||
|
||||
//calculate normal of first segment
|
||||
Vector2 nDiff1 = vertex - nextVertex;
|
||||
@@ -614,6 +773,19 @@ namespace Barotrauma.Lights
|
||||
nDiff /= Math.Max(Math.Abs(nDiff.X), Math.Abs(nDiff.Y));
|
||||
nDiff *= 50.0f;
|
||||
|
||||
Vector2 diff = rawDiff;
|
||||
diff /= Range * 2.0f;
|
||||
if (OverrideLightTexture != null)
|
||||
{
|
||||
//calculate texture coordinates based on the light's rotation
|
||||
Vector2 originDiff = diff;
|
||||
|
||||
diff.X = originDiff.X * cosAngle - originDiff.Y * sinAngle;
|
||||
diff.Y = originDiff.X * sinAngle + originDiff.Y * cosAngle;
|
||||
diff *= (overrideTextureDims / OverrideLightTexture.size);// / (1.0f - Math.Max(Math.Abs(uvOffset.X), Math.Abs(uvOffset.Y)));
|
||||
diff += uvOffset;
|
||||
}
|
||||
|
||||
//finally, create the vertices
|
||||
VertexPositionColorTexture fullVert = new VertexPositionColorTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
|
||||
Color.White, new Vector2(0.5f, 0.5f) + diff);
|
||||
@@ -678,50 +850,90 @@ namespace Barotrauma.Lights
|
||||
|
||||
lightVolumeBuffer.SetData<VertexPositionColorTexture>(vertices.ToArray());
|
||||
lightVolumeIndexBuffer.SetData<short>(indices.ToArray());
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
|
||||
/// <summary>
|
||||
/// Draws the optional "light sprite", just a simple sprite with no shadows
|
||||
/// </summary>
|
||||
/// <param name="spriteBatch"></param>
|
||||
public void DrawSprite(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
if (CastShadows)
|
||||
if (DeformableLightSprite != null)
|
||||
{
|
||||
CheckHullsInRange();
|
||||
Vector2 origin = DeformableLightSprite.Origin;
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
|
||||
DeformableLightSprite.Draw(
|
||||
cam, new Vector3(drawPos, 0.0f),
|
||||
origin, -Rotation, SpriteScale,
|
||||
new Color(Color, lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f),
|
||||
LightSpriteEffect == SpriteEffects.FlipHorizontally);
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
if (LightSprite != null)
|
||||
{
|
||||
Vector2 origin = LightSprite.Origin;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally) origin.X = LightSprite.SourceRect.Width - origin.X;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipVertically) origin.Y = LightSprite.SourceRect.Height - origin.Y;
|
||||
|
||||
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
LightSprite.Draw(
|
||||
spriteBatch, drawPos,
|
||||
new Color(Color, OverrideLightSpriteAlpha ?? Color.A / 255.0f),
|
||||
origin, -Rotation, 1, LightSpriteEffect);
|
||||
new Color(Color, lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f),
|
||||
origin, -Rotation, SpriteScale, LightSpriteEffect);
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
//visualize light recalculations
|
||||
float timeSinceRecalculation = (float)Timing.TotalTime - lastRecalculationTime;
|
||||
if (timeSinceRecalculation < 0.1f)
|
||||
{
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
GUI.DrawRectangle(spriteBatch, drawPos - Vector2.One * 10, Vector2.One * 20, Color.Red * (1.0f - timeSinceRecalculation * 10.0f), isFilled: true);
|
||||
GUI.DrawLine(spriteBatch, drawPos - Vector2.One * Range, drawPos + Vector2.One * Range, Color);
|
||||
GUI.DrawLine(spriteBatch, drawPos - new Vector2(1.0f, -1.0f) * Range, drawPos + new Vector2(1.0f, -1.0f) * Range, Color);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void DrawLightVolume(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
|
||||
{
|
||||
if (CastShadows)
|
||||
{
|
||||
CheckHullsInRange();
|
||||
}
|
||||
|
||||
//if the light doesn't cast shadows, we can simply render the texture without having to calculate the light volume
|
||||
if (!CastShadows)
|
||||
{
|
||||
Texture2D currentTexture = texture ?? LightTexture;
|
||||
if (overrideLightTexture != null) currentTexture = overrideLightTexture.Texture;
|
||||
if (OverrideLightTexture != null) { currentTexture = OverrideLightTexture.Texture; }
|
||||
|
||||
Vector2 center = new Vector2(currentTexture.Width / 2, currentTexture.Height / 2);
|
||||
float scale = range / (currentTexture.Width / 2.0f);
|
||||
Vector2 center = OverrideLightTexture == null ?
|
||||
new Vector2(currentTexture.Width / 2, currentTexture.Height / 2) :
|
||||
OverrideLightTexture.Origin;
|
||||
float scale = Range / (currentTexture.Width / 2.0f);
|
||||
|
||||
spriteBatch.Draw(currentTexture, drawPos, null, color * (color.A / 255.0f), 0, center, scale, SpriteEffects.None, 1);
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
spriteBatch.Draw(currentTexture, drawPos, null, Color, -rotation, center, scale, SpriteEffects.None, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = ParentSub == null ?
|
||||
Vector3.Zero : new Vector3(ParentSub.DrawPosition.X, ParentSub.DrawPosition.Y, 0.0f);
|
||||
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
|
||||
|
||||
if (NeedsRecalculation)
|
||||
{
|
||||
var verts = FindRaycastHits();
|
||||
@@ -733,10 +945,10 @@ namespace Barotrauma.Lights
|
||||
|
||||
if (vertexCount == 0) return;
|
||||
|
||||
lightEffect.DiffuseColor = (new Vector3(color.R, color.G, color.B) * (color.A / 255.0f)) / 255.0f;
|
||||
if (overrideLightTexture != null)
|
||||
lightEffect.DiffuseColor = (new Vector3(Color.R, Color.G, Color.B) * (Color.A / 255.0f)) / 255.0f;
|
||||
if (OverrideLightTexture != null)
|
||||
{
|
||||
lightEffect.Texture = overrideLightTexture.Texture;
|
||||
lightEffect.Texture = OverrideLightTexture.Texture;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -777,19 +989,20 @@ namespace Barotrauma.Lights
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
if (LightSprite != null) LightSprite.Remove();
|
||||
|
||||
if (lightVolumeBuffer != null)
|
||||
if (!lightSourceParams.Persistent)
|
||||
{
|
||||
lightVolumeBuffer.Dispose();
|
||||
lightVolumeBuffer = null;
|
||||
LightSprite?.Remove();
|
||||
OverrideLightTexture?.Remove();
|
||||
}
|
||||
|
||||
if (lightVolumeIndexBuffer != null)
|
||||
{
|
||||
lightVolumeIndexBuffer.Dispose();
|
||||
lightVolumeIndexBuffer = null;
|
||||
}
|
||||
DeformableLightSprite?.Remove();
|
||||
DeformableLightSprite = null;
|
||||
|
||||
lightVolumeBuffer?.Dispose();
|
||||
lightVolumeBuffer = null;
|
||||
|
||||
lightVolumeIndexBuffer?.Dispose();
|
||||
lightVolumeIndexBuffer = null;
|
||||
|
||||
GameMain.LightManager.RemoveLight(this);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user