Unstable 1.8.4.0
This commit is contained in:
@@ -1,5 +1,4 @@
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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@@ -13,6 +12,7 @@ namespace Barotrauma.Lights
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public readonly Submarine Submarine;
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public HashSet<ConvexHull> IsHidden = new HashSet<ConvexHull>();
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public HashSet<ConvexHull> HasBeenVisible = new HashSet<ConvexHull>();
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public readonly List<ConvexHull> List = new List<ConvexHull>();
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public ConvexHullList(Submarine submarine)
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@@ -443,10 +443,10 @@ namespace Barotrauma.Lights
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public bool Intersects(Rectangle rect)
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{
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if (!Enabled) return false;
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if (!Enabled) { return false; }
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Rectangle transformedBounds = BoundingBox;
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if (ParentEntity != null && ParentEntity.Submarine != null)
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if (ParentEntity is { Submarine: not null })
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{
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transformedBounds.X += (int)ParentEntity.Submarine.Position.X;
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transformedBounds.Y += (int)ParentEntity.Submarine.Position.Y;
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@@ -174,7 +174,7 @@ namespace Barotrauma.Lights
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}
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private readonly List<LightSource> activeLights = new List<LightSource>(capacity: 100);
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private readonly List<LightSource> activeLightsWithLightVolume = new List<LightSource>(capacity: 100);
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private readonly List<LightSource> activeShadowCastingLights = new List<LightSource>(capacity: 100);
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public static int ActiveLightCount { get; private set; }
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@@ -243,6 +243,7 @@ namespace Barotrauma.Lights
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}
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}
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/// <param name="backgroundObstructor">A render target that contains the structures that should obstruct lights in the background. If not given, damageable walls and hulls are rendered to obstruct the background lights.</param>
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public void RenderLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, RenderTarget2D backgroundObstructor = null)
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{
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if (!LightingEnabled) { return; }
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@@ -273,13 +274,13 @@ namespace Barotrauma.Lights
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{
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light.ParentBody.UpdateDrawPosition();
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Vector2 pos = light.ParentBody.DrawPosition;
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Vector2 pos = light.ParentBody.DrawPosition + light.OffsetFromBody;
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if (light.ParentSub != null) { pos -= light.ParentSub.DrawPosition; }
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light.Position = pos;
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}
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//above the top boundary of the level (in an inactive respawn shuttle?)
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if (Level.Loaded != null && light.WorldPosition.Y > Level.Loaded.Size.Y) { continue; }
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if (Level.IsPositionAboveLevel(light.WorldPosition)) { continue; }
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float range = light.LightSourceParams.TextureRange;
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if (light.LightSprite != null)
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@@ -315,19 +316,20 @@ namespace Barotrauma.Lights
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}
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//find the lights with an active light volume
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activeLightsWithLightVolume.Clear();
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activeShadowCastingLights.Clear();
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foreach (var activeLight in activeLights)
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{
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if (!activeLight.CastShadows) { continue; }
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if (activeLight.Range < 1.0f || activeLight.Color.A < 1 || activeLight.CurrentBrightness <= 0.0f) { continue; }
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activeLightsWithLightVolume.Add(activeLight);
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activeShadowCastingLights.Add(activeLight);
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}
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//remove some lights with a light volume if there's too many of them
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if (activeLightsWithLightVolume.Count > GameSettings.CurrentConfig.Graphics.VisibleLightLimit && Screen.Selected is { IsEditor: false })
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if (activeShadowCastingLights.Count > GameSettings.CurrentConfig.Graphics.VisibleLightLimit && Screen.Selected is { IsEditor: false })
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{
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for (int i = GameSettings.CurrentConfig.Graphics.VisibleLightLimit; i < activeLightsWithLightVolume.Count; i++)
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for (int i = GameSettings.CurrentConfig.Graphics.VisibleLightLimit; i < activeShadowCastingLights.Count; i++)
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{
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activeLights.Remove(activeLightsWithLightVolume[i]);
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activeLights.Remove(activeShadowCastingLights[i]);
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}
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}
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activeLights.Sort((l1, l2) => l1.LastRecalculationTime.CompareTo(l2.LastRecalculationTime));
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@@ -410,11 +412,21 @@ namespace Barotrauma.Lights
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}
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spriteBatch.End();
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GameMain.GameScreen.DamageEffect.CurrentTechnique = GameMain.GameScreen.DamageEffect.Techniques["StencilShaderSolidColor"];
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GameMain.GameScreen.DamageEffect.Parameters["solidColor"].SetValue(Color.Black.ToVector4());
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearWrap, transformMatrix: spriteBatchTransform, effect: GameMain.GameScreen.DamageEffect);
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Submarine.DrawDamageable(spriteBatch, GameMain.GameScreen.DamageEffect);
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spriteBatch.End();
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if (backgroundObstructor != null)
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{
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearWrap, transformMatrix: Matrix.Identity, effect: GameMain.GameScreen.DamageEffect);
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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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GameMain.GameScreen.DamageEffect.CurrentTechnique = GameMain.GameScreen.DamageEffect.Techniques["StencilShaderSolidColor"];
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GameMain.GameScreen.DamageEffect.Parameters["solidColor"].SetValue(Color.Black.ToVector4());
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearWrap, transformMatrix: spriteBatchTransform, effect: GameMain.GameScreen.DamageEffect);
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Submarine.DrawDamageable(spriteBatch, GameMain.GameScreen.DamageEffect);
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spriteBatch.End();
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}
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graphics.BlendState = BlendState.Additive;
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@@ -679,11 +691,14 @@ namespace Barotrauma.Lights
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}
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return visibleHulls;
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}
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private static readonly List<VertexPositionColor> ShadowVertices = new List<VertexPositionColor>(500);
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private static readonly List<VertexPositionTexture> PenumbraVertices = new List<VertexPositionTexture>(500);
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public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
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{
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if ((!LosEnabled || LosMode == LosMode.None) && ObstructVisionAmount <= 0.0f) { return; }
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if (ViewTarget == null) return;
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if (ViewTarget == null) { return; }
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graphics.SetRenderTarget(LosTexture);
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@@ -766,11 +781,11 @@ namespace Barotrauma.Lights
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if (convexHulls != null)
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{
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List<VertexPositionColor> shadowVerts = new List<VertexPositionColor>();
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List<VertexPositionTexture> penumbraVerts = new List<VertexPositionTexture>();
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ShadowVertices.Clear();
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PenumbraVertices.Clear();
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foreach (ConvexHull convexHull in convexHulls)
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{
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if (!convexHull.Enabled || !convexHull.Intersects(camView)) { continue; }
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if (!convexHull.Intersects(camView)) { continue; }
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Vector2 relativeViewPos = pos;
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if (convexHull.ParentEntity?.Submarine != null)
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@@ -782,26 +797,26 @@ namespace Barotrauma.Lights
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for (int i = 0; i < convexHull.ShadowVertexCount; i++)
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{
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shadowVerts.Add(convexHull.ShadowVertices[i]);
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ShadowVertices.Add(convexHull.ShadowVertices[i]);
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}
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for (int i = 0; i < convexHull.PenumbraVertexCount; i++)
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{
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penumbraVerts.Add(convexHull.PenumbraVertices[i]);
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PenumbraVertices.Add(convexHull.PenumbraVertices[i]);
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}
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}
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if (shadowVerts.Count > 0)
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if (ShadowVertices.Count > 0)
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{
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ConvexHull.shadowEffect.World = shadowTransform;
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ConvexHull.shadowEffect.CurrentTechnique.Passes[0].Apply();
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graphics.DrawUserPrimitives(PrimitiveType.TriangleList, shadowVerts.ToArray(), 0, shadowVerts.Count / 3, VertexPositionColor.VertexDeclaration);
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graphics.DrawUserPrimitives(PrimitiveType.TriangleList, ShadowVertices.ToArray(), 0, ShadowVertices.Count / 3, VertexPositionColor.VertexDeclaration);
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if (penumbraVerts.Count > 0)
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if (PenumbraVertices.Count > 0)
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{
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ConvexHull.penumbraEffect.World = shadowTransform;
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ConvexHull.penumbraEffect.CurrentTechnique.Passes[0].Apply();
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graphics.DrawUserPrimitives(PrimitiveType.TriangleList, penumbraVerts.ToArray(), 0, penumbraVerts.Count / 3, VertexPositionTexture.VertexDeclaration);
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graphics.DrawUserPrimitives(PrimitiveType.TriangleList, PenumbraVertices.ToArray(), 0, PenumbraVertices.Count / 3, VertexPositionTexture.VertexDeclaration);
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}
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}
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}
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@@ -827,7 +842,7 @@ namespace Barotrauma.Lights
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public void ClearLights()
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{
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activeLights.Clear();
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activeLightsWithLightVolume.Clear();
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activeShadowCastingLights.Clear();
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lights.Clear();
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}
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}
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@@ -1,4 +1,4 @@
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using Barotrauma.Extensions;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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@@ -245,7 +245,7 @@ namespace Barotrauma.Lights
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}
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set
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{
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if (!needsRecalculation && value)
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if (value)
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{
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foreach (ConvexHullList chList in convexHullsInRange)
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{
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@@ -450,6 +450,8 @@ namespace Barotrauma.Lights
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set;
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}
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public Vector2 OffsetFromBody;
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public DeformableSprite DeformableLightSprite
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{
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get;
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@@ -550,7 +552,6 @@ namespace Barotrauma.Lights
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chList.List.Clear();
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foreach (var convexHull in fullChList.List)
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{
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if (!convexHull.Enabled) { continue; }
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if (!MathUtils.CircleIntersectsRectangle(lightPos, TextureRange, convexHull.BoundingBox)) { continue; }
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if (lightSourceParams.Directional)
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{
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@@ -562,9 +563,9 @@ namespace Barotrauma.Lights
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// center is in the opposite direction from the ray (cheapest check first)
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if (Vector2.Dot(ray, convexHull.BoundingBox.Center.ToVector2() - lightPos) <= 0 &&
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/*ray doesn't hit the convex hull*/
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!MathUtils.GetLineRectangleIntersection(lightPos, lightPos + ray, bounds, out _) &&
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!MathUtils.GetLineWorldRectangleIntersection(lightPos, lightPos + ray, bounds, out _) &&
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/*normal vectors of the ray don't hit the convex hull */
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!MathUtils.GetLineRectangleIntersection(lightPos + normal, lightPos - normal, bounds, out _))
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!MathUtils.GetLineWorldRectangleIntersection(lightPos + normal, lightPos - normal, bounds, out _))
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{
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continue;
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}
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@@ -572,6 +573,7 @@ namespace Barotrauma.Lights
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chList.List.Add(convexHull);
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}
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chList.IsHidden.RemoveWhere(ch => !chList.List.Contains(ch));
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chList.HasBeenVisible.RemoveWhere(ch => !chList.List.Contains(ch));
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HullsUpToDate.Add(sub);
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}
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@@ -592,7 +594,17 @@ namespace Barotrauma.Lights
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private void CheckHullsInRange(Submarine sub)
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{
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//find the list of convexhulls that belong to the sub
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ConvexHullList chList = convexHullsInRange.FirstOrDefault(chList => chList.Submarine == sub);
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// Performance-sensitive code, hence implemented without Linq.
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ConvexHullList chList = null;
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foreach (var chl in convexHullsInRange)
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{
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if (chl.Submarine == sub)
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{
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chList = chl;
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break;
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}
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}
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//not found -> create one
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if (chList == null)
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@@ -604,7 +616,8 @@ namespace Barotrauma.Lights
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foreach (var ch in chList.List)
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{
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if (ch.LastVertexChangeTime > LastRecalculationTime && !chList.IsHidden.Contains(ch))
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if (ch.LastVertexChangeTime > LastRecalculationTime &&
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(!chList.IsHidden.Contains(ch) || chList.HasBeenVisible.Contains(ch)))
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{
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NeedsRecalculation = true;
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break;
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@@ -712,8 +725,8 @@ namespace Barotrauma.Lights
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{
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foreach (ConvexHull hull in chList.List)
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{
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if (hull.IsInvalid) { continue; }
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if (!chList.IsHidden.Contains(hull))
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if (hull.IsInvalid || !hull.Enabled) { continue; }
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if (!chList.IsHidden.Contains(hull) || chList.HasBeenVisible.Contains(hull))
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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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lock (mutex)
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@@ -732,7 +745,17 @@ namespace Barotrauma.Lights
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}
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foreach (ConvexHull hull in chList.List)
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{
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chList.IsHidden.Add(hull);
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if (!hull.Enabled)
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{
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//if the hull is not enabled, we cannot determine if it's visible or hidden from the point of view of the light source
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//so let's not mark it as hidden, but instead consider it as something that has been visible, so we know to recalculate if/when it becomes enabled again
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chList.IsHidden.Remove(hull);
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chList.HasBeenVisible.Add(hull);
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continue;
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}
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//mark convex hulls as hidden at this point, they're removed if we find any of the segments to be visible
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chList.IsHidden.Add(hull);
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}
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}
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@@ -1411,14 +1434,7 @@ namespace Barotrauma.Lights
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{
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if (conditionals.None()) { return; }
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if (conditionalTarget == null) { return; }
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if (logicalOperator == PropertyConditional.LogicalOperatorType.And)
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{
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Enabled = conditionals.All(c => c.Matches(conditionalTarget));
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}
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else
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{
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Enabled = conditionals.Any(c => c.Matches(conditionalTarget));
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}
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Enabled = PropertyConditional.CheckConditionals(conditionalTarget, conditionals, logicalOperator);
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}
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public void DebugDrawVertices(SpriteBatch spriteBatch)
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@@ -1501,6 +1517,7 @@ namespace Barotrauma.Lights
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foreach (var convexHullList in convexHullsInRange)
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{
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convexHullList.IsHidden.Remove(visibleConvexHull);
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convexHullList.HasBeenVisible.Add(visibleConvexHull);
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}
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}
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