Better logic for determining which convex hulls are in the range of a lightsource (separate convexhull lists for each sub)
This commit is contained in:
@@ -73,7 +73,7 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
light.UpdateHullsInRange();
|
||||
light.NeedsHullUpdate = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -94,10 +94,8 @@ namespace Barotrauma.Lights
|
||||
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
if (light.Color.A < 0.01f || light.Range < 1.0f) continue;
|
||||
//!!!!!!!!!!!!!!!!
|
||||
if (light.hullsInRange == null) light.UpdateHullsInRange();
|
||||
if (!light.hullsInRange.Any() || !MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
|
||||
if (light.Color.A < 0.01f || light.Range < 1.0f || !light.CastShadows) continue;
|
||||
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
|
||||
|
||||
//clear alpha to 1
|
||||
ClearAlphaToOne(graphics, spriteBatch);
|
||||
@@ -107,12 +105,7 @@ namespace Barotrauma.Lights
|
||||
graphics.RasterizerState = RasterizerState.CullNone;
|
||||
graphics.BlendState = CustomBlendStates.WriteToAlpha;
|
||||
|
||||
foreach (ConvexHull ch in light.hullsInRange)
|
||||
{
|
||||
//if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, ch.BoundingBox)) continue;
|
||||
//draw shadow
|
||||
ch.DrawShadows(graphics, cam, light, shadowTransform, false);
|
||||
}
|
||||
light.DrawShadows(graphics, cam, shadowTransform);
|
||||
|
||||
//draw the light shape
|
||||
//where Alpha is 0, nothing will be written
|
||||
@@ -131,7 +124,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
if (light.hullsInRange==null || light.hullsInRange.Any() || light.Color.A < 0.01f) continue;
|
||||
if (light.Color.A < 0.01f || light.Range < 1.0f || light.CastShadows) continue;
|
||||
//if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
|
||||
|
||||
light.Draw(spriteBatch);
|
||||
@@ -186,13 +179,18 @@ namespace Barotrauma.Lights
|
||||
Matrix shadowTransform = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
foreach (ConvexHull convexHull in ConvexHull.list)
|
||||
{
|
||||
if (!convexHull.Intersects(camView)) continue;
|
||||
//if (!camView.Intersects(convexHull.BoundingBox)) continue;
|
||||
var convexHulls = LightSource.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
|
||||
|
||||
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
|
||||
}
|
||||
if (convexHulls != null)
|
||||
{
|
||||
foreach (ConvexHull convexHull in convexHulls)
|
||||
{
|
||||
if (!convexHull.Intersects(camView)) continue;
|
||||
//if (!camView.Intersects(convexHull.BoundingBox)) continue;
|
||||
|
||||
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
graphics.SetRenderTarget(null);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user