Hull-specific ambient lighting: light sources increase the amount of ambient light in rooms and the light can spread to adjacent rooms through gaps. Allows making the default ambient light much darker without making shadows look too dark in fully lit subs.
This commit is contained in:
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Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 3.7 KiB |
@@ -10,8 +10,8 @@
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<Sprite texture="lamp.png" sourcerect="0,0,16,32" depth="0.8"/>
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<LightComponent color="1.0,1.0,1.0,1.0" range ="800.0" powerconsumption="5">
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<sprite texture="Content/Items/Electricity/lamp.png" sourcerect="33,0,31,39"/>
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<LightComponent lightcolor="1.0,1.0,1.0,1.0" range ="800.0" powerconsumption="5">
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<sprite texture="Content/Items/Electricity/lamp.png" sourcerect="33,0,31,37"/>
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</LightComponent>
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<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
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@@ -20,8 +20,25 @@
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<input name="toggle"/>
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<input name="set_state"/>
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</ConnectionPanel>
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</Item>
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<Item
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name="Emergency Light"
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category="Electrical"
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Tags="smallitem"
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pickdistance="150">
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<Sprite texture="lamp.png" sourcerect="0,48,48,16" depth="0.8"/>
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<LightComponent lightcolor="1.0,0.0,0.0,0.2" range="500.0" IsOn="true">
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<sprite texture="Content/Items/Electricity/lamp.png" sourcerect="0,48,48,16"/>
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</LightComponent>
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<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
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<requireditem name="Screwdriver,Wire" type="Equipped"/>
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<input name="toggle"/>
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<input name="set_state"/>
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</ConnectionPanel>
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</Item>
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</Items>
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@@ -56,10 +56,15 @@ namespace Barotrauma.Items.Components
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get
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{
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if (linkedGap != null) return linkedGap;
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foreach (MapEntity e in item.linkedTo)
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{
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linkedGap = e as Gap;
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if (linkedGap != null) return linkedGap;
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linkedGap = e as Gap;
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if (linkedGap != null)
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{
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linkedGap.PassAmbientLight = window != Rectangle.Empty;
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return linkedGap;
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}
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}
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Rectangle rect = item.Rect;
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if (isHorizontal)
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@@ -75,6 +80,7 @@ namespace Barotrauma.Items.Components
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linkedGap = new Gap(rect, Item.Submarine);
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linkedGap.Submarine = item.Submarine;
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linkedGap.PassAmbientLight = window != Rectangle.Empty;
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linkedGap.Open = openState;
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item.linkedTo.Add(linkedGap);
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return linkedGap;
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@@ -30,8 +30,13 @@ namespace Barotrauma
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private float higherSurface;
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private float lowerSurface;
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private Vector2 lerpedFlowForce;
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//if set to true, hull connections of this gap won't be updated when changes are being done to hulls
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public bool DisableHullRechecks;
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//can ambient light get through the gap even if it's not open
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public bool PassAmbientLight;
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public float Open
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{
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@@ -48,8 +53,6 @@ namespace Barotrauma
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get { return lerpedFlowForce; }
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}
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private Vector2 lerpedFlowForce;
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public Hull FlowTargetHull
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{
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get { return flowTargetHull; }
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@@ -723,7 +723,6 @@ namespace Barotrauma
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}
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var entities = EntityGrid.GetEntities(entityGrids, position, useWorldCoordinates);
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foreach (Hull hull in entities)
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{
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if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position)) return hull;
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@@ -731,7 +730,7 @@ namespace Barotrauma
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return null;
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}
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//returns the water block which contains the point (or null if it isn't inside any)
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public static Hull FindHullOld(Vector2 position, Hull guess = null, bool useWorldCoordinates = true)
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{
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@@ -181,7 +181,7 @@ namespace Barotrauma
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backgroundColor = generationParams.BackgroundColor;
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float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
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GameMain.LightManager.AmbientLight = new Color(backgroundColor * (60.0f / avgValue), 1.0f);
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GameMain.LightManager.AmbientLight = new Color(backgroundColor * (10.0f / avgValue), 1.0f);
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float minWidth = Submarine.MainSub == null ? 0.0f : Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height);
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minWidth = Math.Max(minWidth, 6500.0f);
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@@ -8,7 +8,9 @@ namespace Barotrauma.Lights
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{
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class LightManager
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{
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//public static Vector2 ViewPos;
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private const float AmbientLightUpdateInterval = 0.2f;
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private const float AmbientLightFalloff = 0.8f;
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private static Entity viewTarget;
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public static Entity ViewTarget
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@@ -35,12 +37,17 @@ namespace Barotrauma.Lights
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public bool ObstructVision;
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private Texture2D visionCircle;
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private Dictionary<Hull, Color> hullAmbientLights = new Dictionary<Hull, Color>();
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private Dictionary<Hull, Color> smoothedHullAmbientLights = new Dictionary<Hull, Color>();
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private float ambientLightUpdateTimer;
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public LightManager(GraphicsDevice graphics)
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{
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lights = new List<LightSource>();
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AmbientLight = new Color(60, 60, 60, 255);
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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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@@ -53,7 +60,10 @@ namespace Barotrauma.Lights
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losTexture = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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if (alphaClearTexture==null)
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hullAmbientLights = new Dictionary<Hull, Color>();
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smoothedHullAmbientLights = new Dictionary<Hull, Color>();
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if (alphaClearTexture == null)
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{
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alphaClearTexture = TextureLoader.FromFile("Content/Lights/alphaOne.png");
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}
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@@ -77,7 +87,38 @@ namespace Barotrauma.Lights
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}
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}
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public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
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public void Update(float deltaTime)
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{
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if (ambientLightUpdateTimer > 0.0f)
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{
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ambientLightUpdateTimer -= deltaTime;
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}
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else
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{
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CalculateAmbientLights();
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ambientLightUpdateTimer = AmbientLightUpdateInterval;
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}
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foreach (Hull hull in hullAmbientLights.Keys)
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{
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if (!smoothedHullAmbientLights.ContainsKey(hull))
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{
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smoothedHullAmbientLights.Add(hull, Color.TransparentBlack);
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}
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}
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foreach (Hull hull in smoothedHullAmbientLights.Keys.ToList())
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{
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Color targetColor = Color.TransparentBlack;
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hullAmbientLights.TryGetValue(hull, out targetColor);
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smoothedHullAmbientLights[hull] = Color.Lerp(smoothedHullAmbientLights[hull], targetColor, deltaTime);
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}
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}
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public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Effect blur)
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{
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if (!LightingEnabled) return;
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@@ -94,7 +135,7 @@ namespace Barotrauma.Lights
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foreach (LightSource light in lights)
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{
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if (light.Color.A < 0.01f || light.Range < 1.0f || !light.CastShadows) continue;
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if (light.Color.A < 1 || light.Range < 1.0f || !light.CastShadows) continue;
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if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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//clear alpha to 1
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@@ -117,8 +158,7 @@ namespace Barotrauma.Lights
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ClearAlphaToOne(graphics, spriteBatch);
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
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@@ -126,7 +166,7 @@ namespace Barotrauma.Lights
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foreach (LightSource light in lights)
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{
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if (light.Color.A < 0.01f || light.Range < 1.0f || light.CastShadows) continue;
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if (light.Color.A < 1 || light.Range < 1.0f || light.CastShadows) continue;
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//if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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light.Draw(spriteBatch);
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@@ -147,6 +187,27 @@ namespace Barotrauma.Lights
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}
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
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foreach (Hull hull in smoothedHullAmbientLights.Keys)
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{
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if (smoothedHullAmbientLights[hull].A < 0.01f) continue;
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var drawRect =
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hull.Submarine == null ?
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hull.Rect :
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new Rectangle((int)(hull.Submarine.DrawPosition.X + hull.Rect.X), (int)(hull.Submarine.DrawPosition.Y + hull.Rect.Y), hull.Rect.Width, hull.Rect.Height);
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(hull.Rect.Width, hull.Rect.Height),
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smoothedHullAmbientLights[hull] * 0.5f, true);
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}
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spriteBatch.End();
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//clear alpha, to avoid messing stuff up later
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ClearAlphaToOne(graphics, spriteBatch);
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@@ -173,8 +234,6 @@ namespace Barotrauma.Lights
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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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}
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else
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{
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@@ -209,6 +268,86 @@ namespace Barotrauma.Lights
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}
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graphics.SetRenderTarget(null);
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}
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private void CalculateAmbientLights()
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{
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hullAmbientLights.Clear();
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foreach (LightSource light in lights)
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{
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if (light.Color.A < 1f || light.Range < 1.0f) continue;
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var newAmbientLights = AmbientLightHulls(light);
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foreach (Hull hull in newAmbientLights.Keys)
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{
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if (hullAmbientLights.ContainsKey(hull))
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{
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//hull already lit by some other light source -> add the ambient lights up
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hullAmbientLights[hull] = new Color(
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hullAmbientLights[hull].R + newAmbientLights[hull].R,
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hullAmbientLights[hull].G + newAmbientLights[hull].G,
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hullAmbientLights[hull].B + newAmbientLights[hull].B,
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hullAmbientLights[hull].A + newAmbientLights[hull].A);
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}
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else
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{
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hullAmbientLights.Add(hull, newAmbientLights[hull]);
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}
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}
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}
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}
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/// <summary>
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/// Add ambient light to the hull the lightsource is inside + all adjacent hulls connected by a gap
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/// </summary>
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private Dictionary<Hull, Color> AmbientLightHulls(LightSource light)
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{
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Dictionary<Hull, Color> hullAmbientLight = new Dictionary<Hull, Color>();
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var hull = Hull.FindHull(light.WorldPosition);
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if (hull == null) return hullAmbientLight;
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return AmbientLightHulls(hull, hullAmbientLight, light.Color * (light.Range/2000.0f));
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}
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/// <summary>
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/// A flood fill algorithm that adds ambient light to all hulls the starting hull is connected to
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/// </summary>
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private Dictionary<Hull, Color> AmbientLightHulls(Hull hull, Dictionary<Hull, Color> hullAmbientLight, Color currColor)
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{
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if (hullAmbientLight.ContainsKey(hull))
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{
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if (hullAmbientLight[hull].A > currColor.A)
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return hullAmbientLight;
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else
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hullAmbientLight[hull] = currColor;
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}
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else
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{
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hullAmbientLight.Add(hull, currColor);
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}
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foreach (Gap g in hull.ConnectedGaps)
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{
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for (int i = 0; i < g.linkedTo.Count;i++ )
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{
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if (g.linkedTo[i] is Hull)
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{
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if (g.linkedTo[i] == hull) continue;
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Color nextHullLight = currColor * AmbientLightFalloff;
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if (!g.PassAmbientLight) nextHullLight *= g.Open;
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if (nextHullLight.A < 10) continue;
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hullAmbientLight = AmbientLightHulls((Hull)g.linkedTo[i], hullAmbientLight, nextHullLight);
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}
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}
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}
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return hullAmbientLight;
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}
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private void ClearAlphaToOne(GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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@@ -217,7 +356,7 @@ namespace Barotrauma.Lights
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spriteBatch.End();
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}
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public void DrawLightMap(SpriteBatch spriteBatch, Camera cam, Effect effect)
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public void DrawLightMap(SpriteBatch spriteBatch, Effect effect)
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{
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if (!LightingEnabled) return;
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@@ -227,11 +366,11 @@ namespace Barotrauma.Lights
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spriteBatch.End();
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}
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public void DrawLOS(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Effect effect)
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public void DrawLOS(SpriteBatch spriteBatch, Effect effect)
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{
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if (!LosEnabled || ViewTarget == null) return;
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null);
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
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spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
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spriteBatch.End();
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@@ -264,9 +403,6 @@ namespace Barotrauma.Lights
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public static BlendState Multiplicative { get; private set; }
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public static BlendState WriteToAlpha { get; private set; }
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public static BlendState MultiplyWithAlpha { get; private set; }
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}
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}
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@@ -306,20 +306,21 @@ namespace Barotrauma.Lights
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Vector2 center = new Vector2(LightTexture.Width / 2, LightTexture.Height / 2);
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float scale = range / (lightTexture.Width / 2.0f);
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spriteBatch.Draw(lightTexture, new Vector2(WorldPosition.X, -WorldPosition.Y), null, color, 0, center, scale, SpriteEffects.None, 1);
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spriteBatch.Draw(lightTexture, new Vector2(WorldPosition.X, -WorldPosition.Y), null, color * (color.A / 255.0f), 0, center, scale, SpriteEffects.None, 1);
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}
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else
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{
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overrideLightTexture.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y), Color,
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overrideLightTexture.Origin, -Rotation,
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new Vector2(overrideLightTexture.size.X/overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y/overrideLightTexture.SourceRect.Height));
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overrideLightTexture.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y), color * (color.A / 255.0f),
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overrideLightTexture.Origin, -Rotation,
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new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height));
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}
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}
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if (LightSprite != null)
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{
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LightSprite.Draw(spriteBatch, new Vector2(WorldPosition.X, -WorldPosition.Y), Color, LightSprite.Origin);
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}
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}
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@@ -128,6 +128,8 @@ namespace Barotrauma
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{
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cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
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}
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GameMain.LightManager.Update((float)deltaTime);
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cam.MoveCamera((float)deltaTime);
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foreach (Submarine sub in Submarine.Loaded)
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@@ -205,7 +207,7 @@ namespace Barotrauma
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GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
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GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
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GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam, lightBlur.Effect);
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if (Character.Controlled != null)
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{
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GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
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@@ -339,8 +341,7 @@ namespace Barotrauma
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spriteBatch.End();
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GameMain.LightManager.DrawLightMap(spriteBatch, cam, lightBlur.Effect);
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GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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@@ -355,7 +356,7 @@ namespace Barotrauma
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if (Character.Controlled != null)
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{
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GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam, lightBlur.Effect);
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GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect);
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}
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}
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Block a user