Lighting improvements: lightmap is drawn over all structures and blurred, flashlight item, OnContained statuseffects are also applied when the item is contained in a characterinventory

This commit is contained in:
Regalis
2016-05-07 09:13:23 +03:00
parent ef05650c01
commit d5f6fff2c2
14 changed files with 384 additions and 129 deletions
+80 -39
View File
@@ -69,30 +69,42 @@ namespace Barotrauma.Lights
lights.Remove(light);
}
public void DrawLOS(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
public void DrawLOS(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Effect effect)
{
if (!LosEnabled || ViewTarget==null) return;
//if (!LosEnabled || ViewTarget==null) return;
Vector2 pos = ViewTarget.WorldPosition;
//Vector2 pos = ViewTarget.WorldPosition;
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
//Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
Matrix shadowTransform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
//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;
//graphics.SetRenderTarget(losTexture);
//graphics.Clear(Color.Transparent);
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
}
//foreach (ConvexHull convexHull in ConvexHull.list)
//{
// if (!convexHull.Intersects(camView)) continue;
// //if (!camView.Intersects(convexHull.BoundingBox)) continue;
// convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
//}
//graphics.SetRenderTarget(null);
if (!ObstructVision) return;
//if (!ObstructVision) return;
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative);
spriteBatch.Draw(losTexture, Vector2.Zero);
spriteBatch.End();
//spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative);
//spriteBatch.Draw(losTexture, Vector2.Zero);
//spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, ObstructVision ? CustomBlendStates.Multiplicative : BlendState.AlphaBlend, null, null, null, effect);
//effect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
spriteBatch.End();
ObstructVision = false;
@@ -148,9 +160,14 @@ namespace Barotrauma.Lights
spriteBatch.End();
}
ClearAlphaToOne(graphics, spriteBatch);
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
foreach (LightSource light in lights)
{
if (light.hullsInRange.Any() || light.Color.A < 0.01f) continue;
@@ -163,37 +180,59 @@ namespace Barotrauma.Lights
//clear alpha, to avoid messing stuff up later
ClearAlphaToOne(graphics, spriteBatch);
graphics.SetRenderTarget(null);
}
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
{
if (!LosEnabled && !ObstructVision) return;
if (!ObstructVision) return;
graphics.SetRenderTarget(losTexture);
graphics.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
if (ObstructVision)
{
graphics.Clear(Color.Black);
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
diff.Y = -diff.Y;
float rotation = MathUtils.VectorToAngle(diff);
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
diff.Y = -diff.Y;
float rotation = MathUtils.VectorToAngle(diff);
Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length()/256.0f, 2.0f, 5.0f), 2.0f);
Vector2 scale = new Vector2(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);
spriteBatch.End();
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);
spriteBatch.End();
//ClearAlphaToOne(graphics, spriteBatch);
}
else
{
graphics.Clear(Color.Transparent);
}
graphics.SetRenderTarget(null);
//--------------------------------------
//spriteBatch.Begin();
//spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
//spriteBatch.End();
if (LosEnabled && ViewTarget != null)
{
Vector2 pos = ViewTarget.WorldPosition;
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
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;
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
}
}
graphics.SetRenderTarget(null);
}
private void ClearAlphaToOne(GraphicsDevice graphics, SpriteBatch spriteBatch)
@@ -203,16 +242,18 @@ namespace Barotrauma.Lights
spriteBatch.End();
}
public void DrawLightMap(SpriteBatch spriteBatch, Camera cam)
public void DrawLightMap(SpriteBatch spriteBatch, Camera cam, Effect effect)
{
if (!LightingEnabled) return;
//multiply scene with lightmap
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative);
spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
//effect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
spriteBatch.End();
}
public void ClearLights()
{
lights.Clear();