Initial steps in making the light rendering use light volumes instead of shadow volumes to allow rendering the lights in one batch.
So far just disabled shadow rendering and cleaned up some unnecessary stuff
This commit is contained in:
@@ -397,6 +397,59 @@ namespace Barotrauma.Lights
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}
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}
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public static List<ConvexHull> GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
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{
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List<ConvexHull> list = new List<ConvexHull>();
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foreach (ConvexHullList chList in ConvexHull.HullLists)
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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 (chList.Submarine == null)
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{
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list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
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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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if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, chList.Submarine.Borders)) continue;
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lightPos -= (chList.Submarine.WorldPosition - chList.Submarine.HiddenSubPosition);
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list.AddRange(chList.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 (chList.Submarine == null) continue;
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//light and convexhull are both inside the same sub
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if (chList.Submarine == ParentSub)
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{
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list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
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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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lightPos -= (chList.Submarine.Position - ParentSub.Position);
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Rectangle subBorders = chList.Submarine.Borders;
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subBorders.Location += chList.Submarine.HiddenSubPosition.ToPoint() - new Point(0, chList.Submarine.Borders.Height);
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if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) continue;
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list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
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}
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}
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}
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return list;
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}
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public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, LightSource light, Matrix transform, bool los = true)
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{
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if (!Enabled) return;
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@@ -133,45 +133,19 @@ namespace Barotrauma.Lights
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//clear to some small ambient light
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graphics.Clear(AmbientLight);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.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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//clear alpha to 1
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ClearAlphaToOne(graphics, spriteBatch);
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//draw all shadows
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//write only to the alpha channel, which sets alpha to 0
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graphics.RasterizerState = RasterizerState.CullNone;
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graphics.BlendState = CustomBlendStates.WriteToAlpha;
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light.DrawShadows(graphics, cam, shadowTransform);
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//draw the light shape
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//where Alpha is 0, nothing will be written
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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light.Draw(spriteBatch);
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spriteBatch.End();
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}
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ClearAlphaToOne(graphics, spriteBatch);
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
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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);
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}
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if (Character.Controlled != null)
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{
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if (Character.Controlled.ClosestItem != null)
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@@ -185,10 +159,6 @@ namespace Barotrauma.Lights
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Character.Controlled.ClosestCharacter.Draw(spriteBatch);
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}
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}
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
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foreach (Hull hull in smoothedHullAmbientLights.Keys)
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{
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@@ -207,7 +177,6 @@ namespace Barotrauma.Lights
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spriteBatch.End();
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//clear alpha, to avoid messing stuff up later
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ClearAlphaToOne(graphics, spriteBatch);
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@@ -253,7 +222,7 @@ namespace Barotrauma.Lights
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Matrix shadowTransform = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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var convexHulls = LightSource.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
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var convexHulls = ConvexHull.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
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if (convexHulls != null)
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{
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@@ -136,7 +136,7 @@ namespace Barotrauma.Lights
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GameMain.LightManager.AddLight(this);
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}
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public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
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/*public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
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{
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if (!CastShadows) return;
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if (range < 1.0f || color.A < 0.01f) return;
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@@ -161,9 +161,9 @@ namespace Barotrauma.Lights
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foreach (ConvexHull ch in outsideHulls)
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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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}
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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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@@ -237,62 +237,20 @@ namespace Barotrauma.Lights
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}
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return chList.List;
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}
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}*/
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public static List<ConvexHull> GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
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private void CalculateFanVertices()
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{
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List<ConvexHull> list = new List<ConvexHull>();
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if (!CastShadows) return;
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if (range < 1.0f || color.A < 0.01f) return;
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foreach (ConvexHullList chList in ConvexHull.HullLists)
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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 (chList.Submarine == null)
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{
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list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
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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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if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, chList.Submarine.Borders)) continue;
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lightPos -= (chList.Submarine.WorldPosition - chList.Submarine.HiddenSubPosition);
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list.AddRange(chList.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 (chList.Submarine == null) continue;
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//light and convexhull are both inside the same sub
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if (chList.Submarine == ParentSub)
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{
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list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
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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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lightPos -= (chList.Submarine.Position - ParentSub.Position);
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Rectangle subBorders = chList.Submarine.Borders;
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subBorders.Location += chList.Submarine.HiddenSubPosition.ToPoint() - new Point(0, chList.Submarine.Borders.Height);
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if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) continue;
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list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
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}
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}
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}
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return list;
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var hulls = ConvexHull.GetHullsInRange(position, range, ParentSub);
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//TODO: calculate fan based on hulls
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//http://www.redblobgames.com/articles/visibility/
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//http://roy-t.nl/index.php/2014/02/27/2d-lighting-and-shadows-preview/
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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@@ -323,7 +281,6 @@ namespace Barotrauma.Lights
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if (LightSprite != null)
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{
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LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
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}
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}
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