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
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@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Barotrauma.Lights;
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using System.Diagnostics;
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using Microsoft.Xna.Framework.Content;
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namespace Barotrauma
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{
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@@ -15,6 +16,8 @@ namespace Barotrauma
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readonly RenderTarget2D renderTargetWater;
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readonly RenderTarget2D renderTargetAir;
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Effect blurEffect;
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public BackgroundCreatureManager BackgroundCreatureManager;
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public Camera Cam
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@@ -22,7 +25,7 @@ namespace Barotrauma
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get { return cam; }
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}
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public GameScreen(GraphicsDevice graphics)
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public GameScreen(GraphicsDevice graphics, ContentManager content)
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{
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cam = new Camera();
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cam.Translate(new Vector2(-10.0f, 50.0f));
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@@ -32,6 +35,9 @@ namespace Barotrauma
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renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
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blurEffect = content.Load<Effect>("blurshader");
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SetBlurEffectParameters(0.001f, 0.001f);
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}
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public override void Select()
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@@ -47,7 +53,6 @@ namespace Barotrauma
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cam.Position = Submarine.Loaded.WorldPosition;
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}
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foreach (MapEntity entity in MapEntity.mapEntityList)
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entity.IsHighlighted = false;
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}
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@@ -200,7 +205,6 @@ namespace Barotrauma
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Level.Loaded.DrawBack(graphics, spriteBatch, cam, BackgroundCreatureManager);
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}
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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null, null, null, null,
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@@ -212,8 +216,6 @@ namespace Barotrauma
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spriteBatch.End();
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GameMain.LightManager.DrawLightMap(spriteBatch, cam);
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//----------------------------------------------------------------------------------------
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//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
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graphics.SetRenderTarget(renderTargetWater);
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@@ -304,12 +306,18 @@ namespace Barotrauma
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
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Submarine.DrawFront(spriteBatch);
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if (Level.Loaded!=null) Level.Loaded.DrawFront(spriteBatch);
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spriteBatch.End();
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GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam);
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GameMain.LightManager.DrawLightMap(spriteBatch, cam, blurEffect);
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GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam, blurEffect);
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}
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private void DrawSubmarineIndicator(SpriteBatch spriteBatch, Submarine submarine)
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@@ -331,5 +339,78 @@ namespace Barotrauma
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GUI.Arrow.Draw(spriteBatch, iconPos + arrowOffset, Color.LightBlue * 0.5f, MathUtils.VectorToAngle(arrowOffset) + MathHelper.PiOver2);
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}
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}
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/// <summary>
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/// Computes sample weightings and texture coordinate offsets
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/// for one pass of a separable gaussian blur filter.
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/// </summary>
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void SetBlurEffectParameters(float dx, float dy)
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{
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EffectParameter weightsParameter = blurEffect.Parameters["SampleWeights"];
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EffectParameter offsetsParameter = blurEffect.Parameters["SampleOffsets"];
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// Look up how many samples our gaussian blur effect supports.
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int sampleCount = weightsParameter.Elements.Count;
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// Create temporary arrays for computing our filter settings.
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float[] sampleWeights = new float[sampleCount];
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Vector2[] sampleOffsets = new Vector2[sampleCount];
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sampleWeights[0] = ComputeGaussian(0);
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sampleOffsets[0] = new Vector2(0);
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float totalWeights = sampleWeights[0];
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// Add pairs of additional sample taps, positioned
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// along a line in both directions from the center.
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for (int i = 0; i < sampleCount / 2; i++)
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{
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// Store weights for the positive and negative taps.
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float weight = ComputeGaussian(i + 1);
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sampleWeights[i * 2 + 1] = weight;
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sampleWeights[i * 2 + 2] = weight;
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totalWeights += weight * 2;
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// To get the maximum amount of blurring from a limited number of
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// pixel shader samples, we take advantage of the bilinear filtering
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// hardware inside the texture fetch unit. If we position our texture
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// coordinates exactly halfway between two texels, the filtering unit
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// will average them for us, giving two samples for the price of one.
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// This allows us to step in units of two texels per sample, rather
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// than just one at a time. The 1.5 offset kicks things off by
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// positioning us nicely in between two texels.
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float sampleOffset = i * 2 + 1.5f;
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Vector2 delta = new Vector2(dx, dy) * sampleOffset;
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// Store texture coordinate offsets for the positive and negative taps.
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sampleOffsets[i * 2 + 1] = delta;
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sampleOffsets[i * 2 + 2] = -delta;
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}
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// Normalize the list of sample weightings, so they will always sum to one.
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for (int i = 0; i < sampleWeights.Length; i++)
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{
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sampleWeights[i] /= totalWeights;
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}
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weightsParameter.SetValue(sampleWeights);
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offsetsParameter.SetValue(sampleOffsets);
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}
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/// <summary>
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/// Evaluates a single point on the gaussian falloff curve.
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/// Used for setting up the blur filter weightings.
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/// </summary>
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float ComputeGaussian(float n)
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{
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float theta = 4.0f;
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return (float)((1.0 / Math.Sqrt(2 * Math.PI * theta)) *
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Math.Exp(-(n * n) / (2 * theta * theta)));
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}
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}
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}
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