Merge branch 'master' of https://github.com/Regalis11/Barotrauma
This commit is contained in:
@@ -1,4 +1,4 @@
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using Barotrauma.Lights;
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using Barotrauma.Lights;
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using Barotrauma.Particles;
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using Microsoft.Xna.Framework;
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using System;
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@@ -76,9 +76,9 @@ namespace Barotrauma
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}
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}
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lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f;
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lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
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lightSource.Position = position + Vector2.UnitY * 30.0f;
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if (Math.Abs((lightSource.Range * 0.2f) - Math.Max(size.X, size.Y)) > 1.0f) lightSource.Range = Math.Max(size.X, size.Y) * 5.0f;
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if (Vector2.DistanceSquared(lightSource.Position,position) > 5.0f) lightSource.Position = position + Vector2.UnitY * 30.0f;
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if (size.X > 256.0f)
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{
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@@ -1,4 +1,4 @@
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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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@@ -63,6 +63,7 @@ namespace Barotrauma
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public void Update(float deltaTime)
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{
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dustOffset -= Vector2.UnitY * 10.0f * deltaTime;
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while (dustOffset.Y <= -1024.0f) dustOffset.Y += 1024.0f;
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}
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public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
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@@ -108,7 +109,7 @@ namespace Barotrauma
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Vector2 backgroundPos = cam.WorldViewCenter;
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backgroundPos.Y = -backgroundPos.Y;
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backgroundPos /= 20.0f;
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backgroundPos *= 0.05f;
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if (backgroundPos.Y < 1024)
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{
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@@ -130,35 +131,38 @@ namespace Barotrauma
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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SamplerState.LinearWrap, DepthStencilState.Default, null, null,
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cam.Transform);
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Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y);
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Vector2 offset = -origin + dustOffset;
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while (offset.X <= -1024.0f) offset.X += 1024.0f;
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while (offset.X > 0.0f) offset.X -= 1024.0f;
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while (offset.Y <= -1024.0f) offset.Y += 1024.0f;
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while (offset.Y > 0.0f) offset.Y -= 1024.0f;
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if (backgroundSpriteManager != null) backgroundSpriteManager.DrawSprites(spriteBatch, cam);
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if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch);
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for (int i = 0; i < 4; i++)
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{
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float scale = 1.0f - i * 0.2f;
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float recipScale = 1.0f / scale;
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//alpha goes from 1.0 to 0.0 when scale is in the range of 0.2-0.1
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float alpha = (cam.Zoom * scale) < 0.2f ? (cam.Zoom * scale - 0.1f) * 10.0f : 1.0f;
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//alpha goes from 1.0 to 0.0 when scale is in the range of 0.5-0.25
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float alpha = (cam.Zoom * scale) < 0.5f ? (cam.Zoom * scale - 0.25f) * 40.0f : 1.0f;
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if (alpha <= 0.0f) continue;
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Vector2 offset = (new Vector2(cam.WorldViewCenter.X, cam.WorldViewCenter.Y) + dustOffset) * scale;
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Vector3 origin = new Vector3(cam.WorldView.Width, cam.WorldView.Height, 0.0f) * 0.5f;
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Vector2 offsetS = offset * scale + new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f - new Vector2(256.0f * i);
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while (offsetS.X <= -1024.0f*scale) offsetS.X += 1024.0f*scale;
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while (offsetS.X > 0.0f) offsetS.X -= 1024.0f*scale;
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while (offsetS.Y <= -1024.0f*scale) offsetS.Y += 1024.0f*scale;
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while (offsetS.Y > 0.0f) offsetS.Y -= 1024.0f*scale;
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dustParticles.SourceRect = new Rectangle(
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(int)((offset.X - origin.X + (i * 256)) / scale),
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(int)((-offset.Y - origin.Y + (i * 256)) / scale),
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(int)((cam.WorldView.Width) / scale),
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(int)((cam.WorldView.Height) / scale));
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spriteBatch.Draw(dustParticles.Texture,
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new Vector2(cam.WorldViewCenter.X, -cam.WorldViewCenter.Y),
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dustParticles.SourceRect, Color.White * alpha, 0.0f,
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new Vector2(cam.WorldView.Width, cam.WorldView.Height) * 0.5f / scale, scale, SpriteEffects.None, 1.0f - scale);
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Rectangle srcRect = new Rectangle(0, 0, 2048, 2048);
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dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y), Vector2.Zero, srcRect, Color.White * alpha, new Vector2(scale));
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}
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spriteBatch.End();
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@@ -1,4 +1,4 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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@@ -13,7 +13,11 @@ namespace Barotrauma
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public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
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private Effect waterEffect;
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public Effect waterEffect
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{
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get;
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private set;
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}
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private BasicEffect basicEffect;
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public int PositionInBuffer = 0;
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@@ -93,7 +97,7 @@ namespace Barotrauma
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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graphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
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}
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@@ -1,4 +1,4 @@
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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.Collections.Generic;
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using System.Linq;
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@@ -23,7 +23,17 @@ namespace Barotrauma.Lights
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public Color AmbientLight;
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RenderTarget2D lightMap, losTexture;
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private float lightmapScale = 0.5f;
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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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{
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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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@@ -36,8 +46,9 @@ namespace Barotrauma.Lights
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public bool LightingEnabled = true;
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public bool ObstructVision;
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LightSource losSource;
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private Texture2D visionCircle;
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private Sprite visionCircle;
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private Dictionary<Hull, Color> hullAmbientLights;
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private Dictionary<Hull, Color> smoothedHullAmbientLights;
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@@ -50,21 +61,26 @@ 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 = 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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GameMain.GraphicsWidth, GameMain.GraphicsHeight, false,
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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, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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losTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false, SurfaceFormat.Alpha8, DepthFormat.None);
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losSource = new LightSource(Vector2.Zero, GameMain.GraphicsWidth, Color.White, null, false);
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losSource.texture = new Texture2D(graphics, 1, 1);
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losSource.texture.SetData(new Color[] { Color.White });// fill the texture with white
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if (lightEffect == null)
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{
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lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
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lightEffect.VertexColorEnabled = false;
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lightEffect.VertexColorEnabled = true;
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lightEffect.TextureEnabled = true;
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lightEffect.Texture = LightSource.LightTexture;
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@@ -141,9 +157,9 @@ namespace Barotrauma.Lights
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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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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
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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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@@ -158,7 +174,7 @@ namespace Barotrauma.Lights
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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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if (Character.Controlled != null)
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@@ -201,56 +217,43 @@ namespace Barotrauma.Lights
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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 && !ObstructVision) return;
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if (!LosEnabled || ViewTarget == null) return;
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graphics.SetRenderTarget(losTexture);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
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//--------------------------------------
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graphics.Clear(Color.Black);
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if (ObstructVision)
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{
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//graphics.Clear(Color.Black);
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Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
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diff.Y = -diff.Y;
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float rotation = MathUtils.VectorToAngle(diff);
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Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length()/256.0f, 2.0f, 5.0f), 2.0f);
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spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
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new Vector2(LightSource.LightTexture.Width*0.2f, LightSource.LightTexture.Height/2), scale, SpriteEffects.None, 0.0f);
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Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length() / 256.0f, 2.0f, 5.0f), 2.0f) * 0.3f;
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visionCircle.size = new Vector2(visionCircle.SourceRect.Width * scale.X, visionCircle.SourceRect.Height * scale.Y);
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losSource.overrideLightTexture = visionCircle;
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losSource.Rotation = rotation;
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}
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else
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{
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graphics.Clear(Color.White);
|
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losSource.overrideLightTexture = null;
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}
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spriteBatch.End();
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graphics.BlendState = BlendState.Additive;
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//--------------------------------------
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Vector2 pos = ViewTarget.Position;
|
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losSource.Position = pos;
|
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losSource.NeedsRecalculation = true;
|
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losSource.ParentSub = ViewTarget.Submarine;
|
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|
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if (LosEnabled && ViewTarget != null)
|
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{
|
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Vector2 pos = ViewTarget.WorldPosition;
|
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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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|
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losSource.Draw(spriteBatch, lightEffect, transform);
|
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|
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Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
|
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graphics.BlendState = BlendState.AlphaBlend;
|
||||
|
||||
Matrix shadowTransform = cam.ShaderTransform
|
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
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|
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var convexHulls = ConvexHull.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
|
||||
|
||||
if (convexHulls != null)
|
||||
{
|
||||
foreach (ConvexHull convexHull in convexHulls)
|
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{
|
||||
if (!convexHull.Intersects(camView)) continue;
|
||||
//if (!camView.Intersects(convexHull.BoundingBox)) continue;
|
||||
|
||||
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
graphics.SetRenderTarget(null);
|
||||
}
|
||||
|
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@@ -338,22 +341,11 @@ namespace Barotrauma.Lights
|
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{
|
||||
if (!LightingEnabled) return;
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
|
||||
spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, null);
|
||||
spriteBatch.Draw(lightMap, new Rectangle(0,0,GameMain.GraphicsWidth,GameMain.GraphicsHeight), Color.White);
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
public void DrawLOS(SpriteBatch spriteBatch, Effect effect,bool renderingBackground)
|
||||
{
|
||||
if (!LosEnabled || ViewTarget == null) return;
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, renderingBackground ? CustomBlendStates.LOS : CustomBlendStates.Multiplicative, null, null, null, effect);
|
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spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
|
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spriteBatch.End();
|
||||
|
||||
if (!renderingBackground) ObstructVision = false;
|
||||
}
|
||||
|
||||
public void ClearLights()
|
||||
{
|
||||
lights.Clear();
|
||||
@@ -376,16 +368,10 @@ namespace Barotrauma.Lights
|
||||
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;
|
||||
}
|
||||
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; }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -17,8 +17,8 @@ namespace Barotrauma.Lights
|
||||
private Color color;
|
||||
private float range;
|
||||
|
||||
private Sprite overrideLightTexture;
|
||||
private Texture2D texture;
|
||||
public Sprite overrideLightTexture;
|
||||
public Texture2D texture;
|
||||
|
||||
public Sprite LightSprite;
|
||||
|
||||
@@ -140,7 +140,7 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
public LightSource(Vector2 position, float range, Color color, Submarine submarine)
|
||||
public LightSource(Vector2 position, float range, Color color, Submarine submarine, bool addLight=true)
|
||||
{
|
||||
hullsInRange = new List<ConvexHullList>();
|
||||
|
||||
@@ -156,7 +156,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
diffToSub = new Dictionary<Submarine, Vector2>();
|
||||
|
||||
GameMain.LightManager.AddLight(this);
|
||||
if (addLight) GameMain.LightManager.AddLight(this);
|
||||
}
|
||||
|
||||
/*public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
|
||||
@@ -322,6 +322,7 @@ namespace Barotrauma.Lights
|
||||
hulls.AddRange(chList.List);
|
||||
}
|
||||
|
||||
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>();
|
||||
@@ -336,6 +337,10 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
points.Add(s.Start);
|
||||
points.Add(s.End);
|
||||
if (Math.Abs(s.Start.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.Start.WorldPos.X - drawPos.X);
|
||||
if (Math.Abs(s.Start.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.Start.WorldPos.Y - drawPos.Y);
|
||||
if (Math.Abs(s.End.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.End.WorldPos.X - drawPos.X);
|
||||
if (Math.Abs(s.End.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.End.WorldPos.Y - drawPos.Y);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -344,14 +349,21 @@ namespace Barotrauma.Lights
|
||||
|
||||
//(might be more effective to calculate if we actually need these extra points)
|
||||
var boundaryCorners = new List<SegmentPoint> {
|
||||
new SegmentPoint(new Vector2(drawPos.X + range*2, drawPos.Y + range*2)),
|
||||
new SegmentPoint(new Vector2(drawPos.X + range*2, drawPos.Y - range*2)),
|
||||
new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y - range*2)),
|
||||
new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y + range*2))
|
||||
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y + bounds)),
|
||||
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y - bounds)),
|
||||
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y - bounds)),
|
||||
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y + bounds))
|
||||
};
|
||||
|
||||
//points.Clear();
|
||||
points.AddRange(boundaryCorners);
|
||||
|
||||
//visibleSegments.Clear();
|
||||
for (int i=0;i<4;i++)
|
||||
{
|
||||
visibleSegments.Add(new Segment(boundaryCorners[i], boundaryCorners[(i + 1) % 4]));
|
||||
}
|
||||
|
||||
var compareCCW = new CompareSegmentPointCW(drawPos);
|
||||
try
|
||||
{
|
||||
@@ -368,14 +380,16 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
|
||||
List<Vector2> output = new List<Vector2>();
|
||||
//List<Pair<int, Vector2>> preOutput = new List<Pair<int, Vector2>>();
|
||||
|
||||
//remove points that are very close to each other
|
||||
for (int i = 0; i < points.Count - 1; i++)
|
||||
{
|
||||
if (Math.Abs(points[i].WorldPos.X - points[i + 1].WorldPos.X) < 3 &&
|
||||
Math.Abs(points[i].WorldPos.Y - points[i + 1].WorldPos.Y) < 3)
|
||||
if (Math.Abs(points[i].WorldPos.X - points[i + 1].WorldPos.X) < 6 &&
|
||||
Math.Abs(points[i].WorldPos.Y - points[i + 1].WorldPos.Y) < 6)
|
||||
{
|
||||
points.RemoveAt(i + 1);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -385,32 +399,52 @@ namespace Barotrauma.Lights
|
||||
Vector2 dirNormal = new Vector2(-dir.Y, dir.X)*3;
|
||||
|
||||
//do two slightly offset raycasts to hit the segment itself and whatever's behind it
|
||||
Vector2 intersection1 = RayCast(drawPos, drawPos + dir * range * 2 - dirNormal, visibleSegments);
|
||||
Vector2 intersection2 = RayCast(drawPos, drawPos + dir * range * 2 + dirNormal, visibleSegments);
|
||||
Pair<int,Vector2> intersection1 = RayCast(drawPos, drawPos + dir * bounds * 2 - dirNormal, visibleSegments);
|
||||
Pair<int,Vector2> intersection2 = RayCast(drawPos, drawPos + dir * bounds * 2 + dirNormal, visibleSegments);
|
||||
|
||||
//hit almost the same position -> only add one vertex to output
|
||||
if ((Math.Abs(intersection1.X - intersection2.X) < 5 &&
|
||||
Math.Abs(intersection1.Y - intersection2.Y) < 5))
|
||||
if (intersection1.First < 0) return new List<Vector2>();
|
||||
if (intersection2.First < 0) return new List<Vector2>();
|
||||
Segment seg1 = visibleSegments[intersection1.First];
|
||||
Segment seg2 = visibleSegments[intersection2.First];
|
||||
|
||||
bool isPoint1 = MathUtils.LineToPointDistance(seg1.Start.WorldPos, seg1.End.WorldPos, p.WorldPos) < 5.0f;
|
||||
bool isPoint2 = MathUtils.LineToPointDistance(seg2.Start.WorldPos, seg2.End.WorldPos, p.WorldPos) < 5.0f;
|
||||
|
||||
//hit at the current segmentpoint -> place the segmentpoint into the list
|
||||
if (isPoint1 && isPoint2)
|
||||
{
|
||||
output.Add(intersection1);
|
||||
output.Add(p.WorldPos);
|
||||
}
|
||||
else
|
||||
else if (intersection1.First != intersection2.First)
|
||||
{
|
||||
output.Add(intersection1);
|
||||
output.Add(intersection2);
|
||||
output.Add(isPoint1 ? p.WorldPos : intersection1.Second);
|
||||
output.Add(isPoint2 ? p.WorldPos : intersection2.Second);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//remove points that are very close to each other
|
||||
for (int i = 0; i < output.Count - 1; i++)
|
||||
{
|
||||
if (Math.Abs(output[i].X - output[i + 1].X) < 6 &&
|
||||
Math.Abs(output[i].Y - output[i + 1].Y) < 6)
|
||||
{
|
||||
output.RemoveAt(i + 1);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
private 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;
|
||||
Vector2? closestIntersection = null;
|
||||
|
||||
foreach (Segment s in segments)
|
||||
int segment = -1;
|
||||
|
||||
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)
|
||||
@@ -420,16 +454,20 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
closestDist = dist;
|
||||
closestIntersection = intersection;
|
||||
segment = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
|
||||
Pair<int,Vector2> retVal = new Pair<int,Vector2>();
|
||||
retVal.Second = closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
|
||||
retVal.First = segment;
|
||||
return retVal;
|
||||
}
|
||||
|
||||
private void CalculateLightVertices(List<Vector2> rayCastHits)
|
||||
{
|
||||
List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
|
||||
List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
|
||||
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
@@ -446,16 +484,19 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
|
||||
// Add a vertex for the center of the mesh
|
||||
vertices.Add(new VertexPositionTexture(new Vector3(position.X, position.Y, 0),
|
||||
new Vector2(0.5f, 0.5f) + uvOffset));
|
||||
vertices.Add(new VertexPositionColorTexture(new Vector3(position.X, position.Y, 0),
|
||||
Color.White,new Vector2(0.5f, 0.5f) + uvOffset));
|
||||
|
||||
// Add all the other encounter points as vertices
|
||||
// storing their world position as UV coordinates
|
||||
foreach (Vector2 vertex in rayCastHits)
|
||||
for (int i = 0; i < rayCastHits.Count; i++)
|
||||
{
|
||||
Vector2 vertex = rayCastHits[i];
|
||||
Vector2 prevVertex = rayCastHits[i > 0 ? i - 1 : rayCastHits.Count - 1];
|
||||
Vector2 nextVertex = rayCastHits[i < rayCastHits.Count - 1 ? i + 1 : 0];
|
||||
Vector2 rawDiff = vertex - drawPos;
|
||||
Vector2 diff = rawDiff;
|
||||
diff /= range*2.0f;
|
||||
diff /= range * 2.0f;
|
||||
if (overrideLightTexture != null)
|
||||
{
|
||||
Vector2 originDiff = diff;
|
||||
@@ -467,22 +508,52 @@ namespace Barotrauma.Lights
|
||||
diff += uvOffset;
|
||||
}
|
||||
|
||||
vertices.Add(new VertexPositionTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
|
||||
new Vector2(0.5f, 0.5f) + diff));
|
||||
Vector2 nDiff1 = vertex - nextVertex;
|
||||
float tx = nDiff1.X; nDiff1.X = -nDiff1.Y; nDiff1.Y = tx;
|
||||
nDiff1 /= Math.Max(Math.Abs(nDiff1.X), Math.Abs(nDiff1.Y));
|
||||
Vector2 nDiff2 = prevVertex - vertex;
|
||||
tx = nDiff2.X; nDiff2.X = -nDiff2.Y; nDiff2.Y = tx;
|
||||
nDiff2 /= Math.Max(Math.Abs(nDiff2.X),Math.Abs(nDiff2.Y));
|
||||
Vector2 nDiff = nDiff1 + nDiff2;
|
||||
nDiff /= Math.Max(Math.Abs(nDiff.X), Math.Abs(nDiff.Y));
|
||||
nDiff *= 50.0f;
|
||||
if (Vector2.DistanceSquared(nDiff, rawDiff) > Vector2.DistanceSquared(-nDiff, rawDiff)) nDiff = -nDiff;
|
||||
VertexPositionColorTexture fadeVert = new VertexPositionColorTexture(new Vector3(position.X + rawDiff.X + nDiff.X, position.Y + rawDiff.Y + nDiff.Y, 0),
|
||||
Color.White * 0.0f, new Vector2(0.5f, 0.5f) + diff);
|
||||
|
||||
vertices.Add(new VertexPositionColorTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
|
||||
Color.White, new Vector2(0.5f, 0.5f) + diff));
|
||||
vertices.Add(fadeVert);
|
||||
}
|
||||
|
||||
// Compute the indices to form triangles
|
||||
List<short> indices = new List<short>();
|
||||
for (int i = 0; i < rayCastHits.Count - 1; i++)
|
||||
for (int i = 0; i < rayCastHits.Count-1; i++)
|
||||
{
|
||||
indices.Add(0);
|
||||
indices.Add((short)((i + 2) % vertices.Count));
|
||||
indices.Add((short)((i + 1) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 3) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 1) % vertices.Count));
|
||||
|
||||
indices.Add((short)((i*2 + 1) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 3) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 4) % vertices.Count));
|
||||
|
||||
indices.Add((short)((i*2 + 2) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 1) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 4) % vertices.Count));
|
||||
}
|
||||
|
||||
indices.Add(0);
|
||||
indices.Add((short)(1));
|
||||
indices.Add((short)(vertices.Count - 1));
|
||||
indices.Add((short)(vertices.Count - 2));
|
||||
|
||||
indices.Add((short)(1));
|
||||
indices.Add((short)(vertices.Count-1));
|
||||
indices.Add((short)(vertices.Count-2));
|
||||
|
||||
indices.Add((short)(1));
|
||||
indices.Add((short)(2));
|
||||
indices.Add((short)(vertices.Count-1));
|
||||
|
||||
vertexCount = vertices.Count;
|
||||
indexCount = indices.Count;
|
||||
@@ -491,19 +562,19 @@ namespace Barotrauma.Lights
|
||||
//now we just create a buffer for 64 verts and make it larger if needed
|
||||
if (lightVolumeBuffer == null)
|
||||
{
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
|
||||
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
|
||||
}
|
||||
else if (vertexCount > lightVolumeBuffer.VertexCount)
|
||||
else if (vertexCount > lightVolumeBuffer.VertexCount || indexCount > lightVolumeIndexBuffer.IndexCount)
|
||||
{
|
||||
lightVolumeBuffer.Dispose();
|
||||
lightVolumeIndexBuffer.Dispose();
|
||||
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
|
||||
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
|
||||
}
|
||||
|
||||
lightVolumeBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
|
||||
|
||||
lightVolumeBuffer.SetData<VertexPositionColorTexture>(vertices.ToArray());
|
||||
lightVolumeIndexBuffer.SetData<short>(indices.ToArray());
|
||||
}
|
||||
|
||||
@@ -562,7 +633,7 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
else
|
||||
{
|
||||
lightEffect.Texture = LightTexture;
|
||||
lightEffect.Texture = texture??LightTexture;
|
||||
}
|
||||
lightEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
@@ -571,6 +642,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
GameMain.Instance.GraphicsDevice.DrawIndexedPrimitives
|
||||
(
|
||||
//PrimitiveType.LineList, 0, 0, indexCount / 2
|
||||
PrimitiveType.TriangleList, 0, 0, indexCount / 3
|
||||
);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user