Merge branch 'lighting-optimization'

This commit is contained in:
Regalis
2017-03-02 19:39:55 +02:00
7 changed files with 692 additions and 246 deletions

View File

@@ -34,7 +34,7 @@
<Sprite texture ="door.png" sourcerect="1,0,48,208" depth="0.01" origin="0.5,0.5"/>
<Door window="0,0,10,107" canbeselected="true">
<Door window="0,-32,10,75" canbeselected="true">
<Sprite texture ="door.png" sourcerect="56,0,19,208" depth="0.05" origin="0.5,0.0"/>
<WeldedSprite texture ="door.png" sourcerect="9,0,32,188" depth="0.0" origin="0.5,0.5"/>
<sound file="door.ogg" type="OnUse" range="500.0"/>

View File

@@ -103,6 +103,15 @@ namespace Barotrauma
{
get { return NetworkMember as GameClient; }
}
/// <summary>
/// Total seconds elapsed after startup
/// </summary>
public double TotalElapsedTime
{
get;
private set;
}
public GameMain()
{
@@ -297,11 +306,12 @@ namespace Barotrauma
protected override void Update(GameTime gameTime)
{
Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
bool paused = true;
while (Timing.Accumulator >= Timing.Step)
{
TotalElapsedTime = gameTime.TotalGameTime.TotalSeconds;
fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
fixedTime.ElapsedGameTime = addTime;

View File

@@ -368,7 +368,7 @@ namespace Barotrauma.Items.Components
LinkedGap.ConnectedDoor = this;
LinkedGap.Open = openState;
Vector2[] corners = GetConvexHullCorners(doorRect);
Vector2[] corners = GetConvexHullCorners(Rectangle.Empty);
convexHull = new ConvexHull(corners, Color.Black, item);
if (window != Rectangle.Empty) convexHull2 = new ConvexHull(corners, Color.Black, item);

View File

@@ -7,7 +7,7 @@ using System.Linq;
namespace Barotrauma.Lights
{
class CachedShadow : IDisposable
/*class CachedShadow : IDisposable
{
public VertexBuffer ShadowBuffer;
@@ -40,7 +40,7 @@ namespace Barotrauma.Lights
{
ShadowBuffer.Dispose();
}
}
}*/
class ConvexHullList
{
@@ -65,17 +65,58 @@ namespace Barotrauma.Lights
}
}
class Segment
{
public SegmentPoint Start;
public SegmentPoint End;
public Segment(SegmentPoint start, SegmentPoint end)
{
Start = start;
End = end;
start.Segment = this;
end.Segment = this;
}
}
struct SegmentPoint
{
public Vector2 Pos;
public Vector2 WorldPos;
public Segment Segment;
public SegmentPoint(Vector2 pos)
{
Pos = pos;
WorldPos = pos;
Segment = null;
}
public override string ToString()
{
return Pos.ToString();
}
}
class ConvexHull
{
public static List<ConvexHullList> HullLists = new List<ConvexHullList>();
static BasicEffect shadowEffect;
static BasicEffect penumbraEffect;
private Dictionary<LightSource, CachedShadow> cachedShadows;
private Vector2[] vertices;
private Vector2[] losVertices;
private int primitiveCount;
//private Dictionary<LightSource, CachedShadow> cachedShadows;
public VertexBuffer ShadowBuffer;
Segment[] segments = new Segment[4];
SegmentPoint[] vertices = new SegmentPoint[4];
SegmentPoint[] losVertices = new SegmentPoint[4];
//private Vector2[] vertices;
//private Vector2[] losVertices;
private bool[] backFacing;
private bool[] ignoreEdge;
@@ -95,10 +136,28 @@ namespace Barotrauma.Lights
}
private bool enabled;
public bool Enabled
{
get
{
return enabled;
}
set
{
if (enabled == value) return;
enabled = value;
LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
}
}
/// <summary>
/// The elapsed gametime when the vertices of this hull last changed
/// </summary>
public float LastVertexChangeTime
{
get;
set;
private set;
}
public Rectangle BoundingBox
@@ -124,18 +183,17 @@ namespace Barotrauma.Lights
parentEntity = parent;
cachedShadows = new Dictionary<LightSource, CachedShadow>();
//cachedShadows = new Dictionary<LightSource, CachedShadow>();
shadowVertices = new VertexPositionColor[6 * 2];
penumbraVertices = new VertexPositionTexture[6];
//vertices = points;
primitiveCount = points.Length;
SetVertices(points);
//CalculateDimensions();
backFacing = new bool[primitiveCount];
ignoreEdge = new bool[primitiveCount];
backFacing = new bool[4];
ignoreEdge = new bool[4];
Enabled = true;
@@ -157,12 +215,14 @@ namespace Barotrauma.Lights
private void UpdateIgnoredEdges(ConvexHull ch)
{
if (ch == this) return;
//ignore edges that are inside some other convex hull
for (int i = 0; i < vertices.Length; i++)
{
if (vertices[i].X >= ch.boundingBox.X && vertices[i].X <= ch.boundingBox.Right &&
vertices[i].Y >= ch.boundingBox.Y && vertices[i].Y <= ch.boundingBox.Bottom)
if (vertices[i].Pos.X >= ch.boundingBox.X && vertices[i].Pos.X <= ch.boundingBox.Right &&
vertices[i].Pos.Y >= ch.boundingBox.Y && vertices[i].Pos.Y <= ch.boundingBox.Bottom)
{
Vector2 p = vertices[(i + 1) % vertices.Length];
Vector2 p = vertices[(i + 1) % vertices.Length].Pos;
if (p.X >= ch.boundingBox.X && p.X <= ch.boundingBox.Right &&
p.Y >= ch.boundingBox.Y && p.Y <= ch.boundingBox.Bottom)
@@ -179,11 +239,11 @@ namespace Barotrauma.Lights
for (int i = 0; i < vertices.Length; i++)
{
if (minX == null || vertices[i].X < minX) minX = vertices[i].X;
if (minY == null || vertices[i].Y < minY) minY = vertices[i].Y;
if (minX == null || vertices[i].Pos.X < minX) minX = vertices[i].Pos.X;
if (minY == null || vertices[i].Pos.Y < minY) minY = vertices[i].Pos.Y;
if (maxX == null || vertices[i].X > maxX) maxX = vertices[i].X;
if (maxY == null || vertices[i].Y > minY) maxY = vertices[i].Y;
if (maxX == null || vertices[i].Pos.X > maxX) maxX = vertices[i].Pos.X;
if (maxY == null || vertices[i].Pos.Y > minY) maxY = vertices[i].Pos.Y;
}
boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
@@ -191,47 +251,73 @@ namespace Barotrauma.Lights
public void Move(Vector2 amount)
{
ClearCachedShadows();
for (int i = 0; i < vertices.Length; i++)
{
vertices[i] += amount;
losVertices[i] += amount;
vertices[i].Pos += amount;
losVertices[i].Pos += amount;
segments[i].Start.Pos += amount;
segments[i].End.Pos += amount;
}
LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
CalculateDimensions();
}
public void SetVertices(Vector2[] points)
{
ClearCachedShadows();
Debug.Assert(points.Length == 4, "Only rectangular convex hulls are supported");
vertices = points;
losVertices = points;
LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
for (int i = 0; i < 4; i++)
{
vertices[i] = new SegmentPoint(points[i]);
losVertices[i] = new SegmentPoint(points[i]);
}
for (int i = 0; i < 4; i++)
{
segments[i] = new Segment(vertices[i], vertices[(i + 1) % 4]);
}
int margin = 0;
if (Math.Abs(points[0].X - points[2].X) < Math.Abs(points[0].Y - points[1].Y))
{
losVertices = new Vector2[] {
new Vector2(points[0].X+margin, points[0].Y),
new Vector2(points[1].X+margin, points[1].Y),
new Vector2(points[2].X-margin, points[2].Y),
new Vector2(points[3].X-margin, points[3].Y)};
losVertices[0].Pos = new Vector2(points[0].X + margin, points[0].Y);
losVertices[1].Pos = new Vector2(points[1].X + margin, points[1].Y);
losVertices[2].Pos = new Vector2(points[2].X - margin, points[2].Y);
losVertices[3].Pos = new Vector2(points[3].X - margin, points[3].Y);
}
else
{
losVertices = new Vector2[] {
new Vector2(points[0].X, points[0].Y +margin),
new Vector2(points[1].X, points[1].Y - margin),
new Vector2(points[2].X, points[2].Y - margin),
new Vector2(points[3].X, points[3].Y + margin)};
losVertices[0].Pos = new Vector2(points[0].X, points[0].Y + margin);
losVertices[1].Pos = new Vector2(points[1].X, points[1].Y - margin);
losVertices[2].Pos = new Vector2(points[2].X, points[2].Y - margin);
losVertices[3].Pos = new Vector2(points[3].X, points[3].Y + margin);
}
CalculateDimensions();
if (parentEntity == null || ignoreEdge == null) return;
for (int i = 0; i<4; i++)
{
ignoreEdge[i] = false;
}
var chList = HullLists.Find(x => x.Submarine == parentEntity.Submarine);
if (chList != null)
{
foreach (ConvexHull ch in chList.List)
{
UpdateIgnoredEdges(ch);
}
}
}
private void RemoveCachedShadow(Lights.LightSource light)
/*private void RemoveCachedShadow(Lights.LightSource light)
{
CachedShadow shadow = null;
cachedShadows.TryGetValue(light, out shadow);
@@ -251,7 +337,7 @@ namespace Barotrauma.Lights
cachedShadow.Value.Dispose();
}
cachedShadows.Clear();
}
}*/
public bool Intersects(Rectangle rect)
{
@@ -265,6 +351,50 @@ namespace Barotrauma.Lights
}
return transformedBounds.Intersects(rect);
}
/// <summary>
/// Returns the segments that are facing towards viewPosition
/// </summary>
public List<Segment> GetVisibleSegments(Vector2 viewPosition)
{
List<Segment> visibleFaces = new List<Segment>();
for (int i = 0; i < 4; i++)
{
if (ignoreEdge[i]) continue;
Vector2 pos1 = vertices[i].WorldPos;
Vector2 pos2 = vertices[(i + 1) % 4].WorldPos;
Vector2 middle = (pos1 + pos2) / 2;
Vector2 L = viewPosition - middle;
Vector2 N = new Vector2(
-(pos2.Y - pos1.Y),
pos2.X - pos1.X);
if (Vector2.Dot(N, L) > 0)
{
visibleFaces.Add(segments[i]);
}
}
return visibleFaces;
}
public void RefreshWorldPositions()
{
if (parentEntity == null || parentEntity.Submarine == null) return;
for (int i = 0; i < 4; i++)
{
vertices[i].WorldPos = vertices[i].Pos + parentEntity.Submarine.DrawPosition;
segments[i].Start.WorldPos = segments[i].Start.Pos + parentEntity.Submarine.DrawPosition;
segments[i].End.WorldPos = segments[i].End.Pos + parentEntity.Submarine.DrawPosition;
}
}
private void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
{
@@ -273,7 +403,7 @@ namespace Barotrauma.Lights
var vertices = los ? losVertices : this.vertices;
//compute facing of each edge, using N*L
for (int i = 0; i < primitiveCount; i++)
for (int i = 0; i < 4; i++)
{
if (ignoreEdge[i])
{
@@ -281,12 +411,10 @@ namespace Barotrauma.Lights
continue;
}
Vector2 firstVertex = new Vector2(vertices[i].X, vertices[i].Y);
int secondIndex = (i + 1) % primitiveCount;
Vector2 secondVertex = new Vector2(vertices[secondIndex].X, vertices[secondIndex].Y);
Vector2 middle = (firstVertex + secondVertex) / 2;
Vector2 firstVertex = vertices[i].Pos;
Vector2 secondVertex = vertices[(i+1) % 4].Pos;
Vector2 L = lightSourcePos - middle;
Vector2 L = lightSourcePos - ((firstVertex + secondVertex) / 2.0f);
Vector2 N = new Vector2(
-(secondVertex.Y - firstVertex.Y),
@@ -299,10 +427,10 @@ namespace Barotrauma.Lights
//belong to the shadow
int startingIndex = 0;
int endingIndex = 0;
for (int i = 0; i < primitiveCount; i++)
for (int i = 0; i < 4; i++)
{
int currentEdge = i;
int nextEdge = (i + 1) % primitiveCount;
int nextEdge = (i + 1) % 4;
if (backFacing[currentEdge] && !backFacing[nextEdge])
endingIndex = nextEdge;
@@ -315,7 +443,7 @@ namespace Barotrauma.Lights
if (endingIndex > startingIndex)
shadowVertexCount = endingIndex - startingIndex + 1;
else
shadowVertexCount = primitiveCount + 1 - startingIndex + endingIndex;
shadowVertexCount = 4 + 1 - startingIndex + endingIndex;
//shadowVertices = new VertexPositionColor[shadowVertexCount * 2];
@@ -324,7 +452,7 @@ namespace Barotrauma.Lights
int svCount = 0;
while (svCount != shadowVertexCount * 2)
{
Vector3 vertexPos = new Vector3(vertices[currentIndex], 0.0f);
Vector3 vertexPos = new Vector3(vertices[currentIndex].Pos, 0.0f);
int i = los ? svCount : svCount + 1;
int j = los ? svCount + 1 : svCount;
@@ -338,14 +466,13 @@ namespace Barotrauma.Lights
shadowVertices[j] = new VertexPositionColor();
shadowVertices[j].Color = shadowVertices[i].Color;
Vector3 L2P = vertexPos - new Vector3(lightSourcePos, 0);
L2P.Normalize();
shadowVertices[j].Position = new Vector3(lightSourcePos, 0) + L2P * 9000;
svCount += 2;
currentIndex = (currentIndex + 1) % primitiveCount;
currentIndex = (currentIndex + 1) % 4;
}
if (los)
@@ -358,7 +485,7 @@ namespace Barotrauma.Lights
{
for (int n = 0; n < 4; n += 3)
{
Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex].Pos : vertices[endingIndex].Pos, 0.0f);
penumbraVertices[n] = new VertexPositionTexture();
penumbraVertices[n].Position = penumbraStart;
@@ -397,6 +524,59 @@ namespace Barotrauma.Lights
}
}
public static List<ConvexHull> GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
{
List<ConvexHull> list = new List<ConvexHull>();
foreach (ConvexHullList chList in ConvexHull.HullLists)
{
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhull are both outside
if (chList.Submarine == null)
{
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
}
//light is outside, convexhull inside a sub
else
{
if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, chList.Submarine.Borders)) continue;
lightPos -= (chList.Submarine.WorldPosition - chList.Submarine.HiddenSubPosition);
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
}
}
else
{
//light is inside, convexhull outside
if (chList.Submarine == null) continue;
//light and convexhull are both inside the same sub
if (chList.Submarine == ParentSub)
{
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
}
//light and convexhull are inside different subs
else
{
lightPos -= (chList.Submarine.Position - ParentSub.Position);
Rectangle subBorders = chList.Submarine.Borders;
subBorders.Location += chList.Submarine.HiddenSubPosition.ToPoint() - new Point(0, chList.Submarine.Borders.Height);
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) continue;
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
}
}
}
return list;
}
public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, LightSource light, Matrix transform, bool los = true)
{
if (!Enabled) return;
@@ -415,29 +595,13 @@ namespace Barotrauma.Lights
}
}
CachedShadow cachedShadow = null;
if (!cachedShadows.TryGetValue(light, out cachedShadow) ||
Vector2.DistanceSquared(lightSourcePos, cachedShadow.LightPos) > 1.0f)
{
CalculateShadowVertices(lightSourcePos, los);
if (cachedShadow != null)
{
cachedShadow.LightPos = lightSourcePos;
cachedShadow.ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
cachedShadow.ShadowVertexCount = shadowVertexCount;
}
else
{
cachedShadow = new CachedShadow(shadowVertices, lightSourcePos, shadowVertexCount, 0);
RemoveCachedShadow(light);
cachedShadows.Add(light, cachedShadow);
}
}
graphicsDevice.SetVertexBuffer(cachedShadow.ShadowBuffer);
shadowVertexCount = cachedShadow.ShadowVertexCount;
CalculateShadowVertices(lightSourcePos, los);
ShadowBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, 6 * 2, BufferUsage.None);
ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
graphicsDevice.SetVertexBuffer(ShadowBuffer);
shadowVertexCount = shadowVertices.Length;
DrawShadows(graphicsDevice, cam, transform, los);
}
@@ -493,8 +657,6 @@ namespace Barotrauma.Lights
public void Remove()
{
ClearCachedShadows();
var chList = HullLists.Find(x => x.Submarine == parentEntity.Submarine);
if (chList != null)
@@ -506,8 +668,6 @@ namespace Barotrauma.Lights
}
}
}
}
}

View File

@@ -25,6 +25,8 @@ namespace Barotrauma.Lights
public Color AmbientLight;
RenderTarget2D lightMap, losTexture;
BasicEffect lightEffect;
private static Texture2D alphaClearTexture;
@@ -60,6 +62,15 @@ namespace Barotrauma.Lights
losTexture = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
if (lightEffect == null)
{
lightEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
lightEffect.VertexColorEnabled = false;
lightEffect.TextureEnabled = true;
lightEffect.Texture = LightSource.LightTexture;
}
hullAmbientLights = new Dictionary<Hull, Color>();
smoothedHullAmbientLights = new Dictionary<Hull, Color>();
@@ -83,7 +94,8 @@ namespace Barotrauma.Lights
{
foreach (LightSource light in lights)
{
light.NeedsHullUpdate = true;
light.NeedsHullCheck = true;
light.NeedsRecalculation = true;
}
}
@@ -132,46 +144,27 @@ namespace Barotrauma.Lights
//clear to some small ambient light
graphics.Clear(AmbientLight);
graphics.BlendState = BlendState.Additive;
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
Matrix transform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
foreach (LightSource light in lights)
{
if (light.Color.A < 1 || light.Range < 1.0f || !light.CastShadows) continue;
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
//clear alpha to 1
ClearAlphaToOne(graphics, spriteBatch);
//draw all shadows
//write only to the alpha channel, which sets alpha to 0
graphics.RasterizerState = RasterizerState.CullNone;
graphics.BlendState = CustomBlendStates.WriteToAlpha;
light.DrawShadows(graphics, cam, shadowTransform);
//draw the light shape
//where Alpha is 0, nothing will be written
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
light.Draw(spriteBatch);
spriteBatch.End();
light.Draw(spriteBatch, lightEffect, transform);
}
ClearAlphaToOne(graphics, spriteBatch);
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
foreach (LightSource light in lights)
{
if (light.Color.A < 1 || light.Range < 1.0f || light.CastShadows) continue;
//if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
light.Draw(spriteBatch);
}
if (Character.Controlled != null)
{
if (Character.Controlled.ClosestItem != null)
@@ -185,10 +178,6 @@ namespace Barotrauma.Lights
Character.Controlled.ClosestCharacter.Draw(spriteBatch);
}
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
foreach (Hull hull in smoothedHullAmbientLights.Keys)
{
@@ -207,11 +196,11 @@ namespace Barotrauma.Lights
spriteBatch.End();
//clear alpha, to avoid messing stuff up later
ClearAlphaToOne(graphics, spriteBatch);
//ClearAlphaToOne(graphics, spriteBatch);
graphics.SetRenderTarget(null);
graphics.BlendState = BlendState.AlphaBlend;
}
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
@@ -253,7 +242,7 @@ namespace Barotrauma.Lights
Matrix shadowTransform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
var convexHulls = LightSource.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
var convexHulls = ConvexHull.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
if (convexHulls != null)
{

View File

@@ -15,27 +15,35 @@ namespace Barotrauma.Lights
private List<ConvexHullList> hullsInRange;
private Color color;
private float range;
public SpriteEffects SpriteEffect = SpriteEffects.None;
private Sprite overrideLightTexture;
private Texture2D texture;
public SpriteEffects SpriteEffect = SpriteEffects.None;
public Sprite LightSprite;
private Sprite overrideLightTexture;
public Submarine ParentSub;
public bool CastShadows;
//what was the range of the light when HullsInRange were last updated
private float prevHullUpdateRange;
//what was the range of the light when lightvolumes were last calculated
private float prevCalculatedRange;
private Vector2 prevCalculatedPosition;
private Vector2 prevHullUpdatePosition;
//do we need to recheck which convex hulls are within range
//(e.g. position or range of the lightsource has changed)
public bool NeedsHullCheck = true;
//do we need to recalculate the vertices of the light volume
public bool NeedsRecalculation = true;
public bool NeedsHullUpdate;
//when were the vertices of the light volume last calculated
private float lastRecalculationTime;
private DynamicVertexBuffer lightVolumeBuffer;
private DynamicIndexBuffer lightVolumeIndexBuffer;
private int vertexCount;
private int indexCount;
private Vector2 position;
public Vector2 Position
@@ -46,17 +54,26 @@ namespace Barotrauma.Lights
if (position == value) return;
position = value;
if (Vector2.Distance(prevHullUpdatePosition, position) < 5.0f) return;
if (Vector2.Distance(prevCalculatedPosition, position) < 5.0f) return;
NeedsHullUpdate = true;
prevHullUpdatePosition = position;
NeedsHullCheck = true;
NeedsRecalculation = true;
prevCalculatedPosition = position;
}
}
private float rotation;
public float Rotation
{
get;
set;
get { return rotation; }
set
{
if (rotation == value) return;
rotation = value;
NeedsHullCheck = true;
NeedsRecalculation = true;
}
}
public Vector2 WorldPosition
@@ -90,10 +107,11 @@ namespace Barotrauma.Lights
{
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
if (Math.Abs(prevHullUpdateRange - range) < 10.0f) return;
if (Math.Abs(prevCalculatedRange - range) < 10.0f) return;
NeedsHullUpdate = true;
prevHullUpdateRange = range;
NeedsHullCheck = true;
NeedsRecalculation = true;
prevCalculatedRange = range;
}
}
@@ -130,13 +148,13 @@ namespace Barotrauma.Lights
this.color = color;
CastShadows = true;
texture = LightTexture;
GameMain.LightManager.AddLight(this);
}
public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
/*public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
{
if (!CastShadows) return;
if (range < 1.0f || color.A < 0.01f) return;
@@ -161,147 +179,318 @@ namespace Barotrauma.Lights
foreach (ConvexHull ch in outsideHulls)
{
ch.DrawShadows(graphics, cam, this, shadowTransform, false);
}
}
}
}*/
private List<ConvexHull> GetHullsInRange(Submarine sub)
/// <summary>
/// Update the contents of ConvexHullList and check if we need to recalculate vertices
/// </summary>
private void RefreshConvexHullList(ConvexHullList chList, Vector2 lightPos, Submarine sub)
{
//find the current list of hulls in range
var chList = hullsInRange.Find(x => x.Submarine == sub);
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
if (fullChList == null) return;
//not found -> create one
if (chList == null)
{
chList = new ConvexHullList(sub);
hullsInRange.Add(chList);
}
chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhull are both outside
if (sub == null)
{
if (NeedsHullUpdate)
{
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
if (fullChList != null)
chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
//light is outside, convexhull inside a sub
else
{
lightPos -= sub.Position;
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
else
{
//light is inside, convexhull outside
if (sub == null) return null;
//light and convexhull are both inside the same sub
if (sub == ParentSub)
{
if (NeedsHullUpdate)
{
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
//light and convexhull are inside different subs
else
{
if (sub.DockedTo.Contains(ParentSub) && !NeedsHullUpdate) return chList.List;
lightPos -= (sub.Position - ParentSub.Position);
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
return chList.List;
NeedsHullCheck = true;
}
public static List<ConvexHull> GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
/// <summary>
/// Recheck which convex hulls are in range (if needed),
/// and check if we need to recalculate vertices due to changes in the convex hulls
/// </summary>
private void CheckHullsInRange()
{
List<ConvexHull> list = new List<ConvexHull>();
List<Submarine> subs = new List<Submarine>(Submarine.Loaded);
subs.Add(null);
foreach (ConvexHullList chList in ConvexHull.HullLists)
foreach (Submarine sub in subs)
{
//find the list of convexhulls that belong to the sub
var chList = hullsInRange.Find(x => x.Submarine == sub);
//not found -> create one
if (chList == null)
{
chList = new ConvexHullList(sub);
hullsInRange.Add(chList);
NeedsRecalculation = true;
}
if (chList.List.Any(ch => ch.LastVertexChangeTime > lastRecalculationTime))
{
NeedsRecalculation = true;
}
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhull are both outside
if (chList.Submarine == null)
//light and the convexhulls are both outside
if (sub == null)
{
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, null);
}
}
//light is outside, convexhull inside a sub
//light is outside, convexhulls inside a sub
else
{
if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, chList.Submarine.Borders)) continue;
lightPos -= sub.Position;
lightPos -= (chList.Submarine.WorldPosition - chList.Submarine.HiddenSubPosition);
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
{
if (chList.List.Count > 0) NeedsRecalculation = true;
chList.List.Clear();
continue;
}
RefreshConvexHullList(chList, lightPos, sub);
}
}
else
else
{
//light is inside, convexhull outside
if (chList.Submarine == null) continue;
if (sub == null) continue;
//light and convexhull are both inside the same sub
if (chList.Submarine == ParentSub)
if (sub == ParentSub)
{
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, sub);
}
}
//light and convexhull are inside different subs
else
{
lightPos -= (chList.Submarine.Position - ParentSub.Position);
if (sub.DockedTo.Contains(ParentSub) && !NeedsHullCheck) continue;
Rectangle subBorders = chList.Submarine.Borders;
subBorders.Location += chList.Submarine.HiddenSubPosition.ToPoint() - new Point(0, chList.Submarine.Borders.Height);
lightPos -= (sub.Position - ParentSub.Position);
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) continue;
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
{
if (chList.List.Count > 0) NeedsRecalculation = true;
chList.List.Clear();
continue;
}
RefreshConvexHullList(chList, lightPos, sub);
}
}
}
return list;
}
public void Draw(SpriteBatch spriteBatch)
private List<Vector2> FindRaycastHits()
{
if (!CastShadows) return null;
if (range < 1.0f || color.A < 0.01f) return null;
Vector2 drawPos = position;
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
var hulls = new List<ConvexHull>();// ConvexHull.GetHullsInRange(position, range, ParentSub);
foreach (ConvexHullList chList in hullsInRange)
{
hulls.AddRange(chList.List);
}
//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>();
foreach (ConvexHull hull in hulls)
{
hull.RefreshWorldPositions();
var visibleHullSegments = hull.GetVisibleSegments(drawPos);
visibleSegments.AddRange(visibleHullSegments);
foreach (Segment s in visibleHullSegments)
{
points.Add(s.Start);
points.Add(s.End);
}
}
//add a square-shaped boundary to make sure we've got something to construct the triangles from
//even if there aren't enough hull segments around the light source
//(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))
};
points.AddRange(boundaryCorners);
var compareCCW = new CompareSegmentPointCW(drawPos);
points.Sort(compareCCW);
List<Vector2> output = new List<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)
{
points.RemoveAt(i + 1);
}
}
foreach (SegmentPoint p in points)
{
Vector2 dir = Vector2.Normalize(p.WorldPos - drawPos);
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);
//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))
{
output.Add(intersection1);
}
else
{
output.Add(intersection1);
output.Add(intersection2);
}
}
return output;
}
private Vector2 RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
{
float closestDist = 0.0f;
Vector2? closestIntersection = null;
foreach (Segment s in segments)
{
Vector2? intersection = MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos);
if (intersection != null)
{
float dist = Vector2.Distance((Vector2)intersection, rayStart);
if (closestIntersection == null || dist < closestDist)
{
closestDist = dist;
closestIntersection = intersection;
}
}
}
return closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
}
private void CalculateLightVertices(List<Vector2> rayCastHits)
{
List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
Vector2 drawPos = position;
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
float cosAngle = (float)Math.Cos(Rotation);
float sinAngle = -(float)Math.Sin(Rotation);
Vector2 uvOffset = Vector2.Zero;
Vector2 overrideTextureDims = Vector2.One;
if (overrideLightTexture != null)
{
overrideTextureDims = new Vector2(overrideLightTexture.SourceRect.Width, overrideLightTexture.SourceRect.Height);
uvOffset = (overrideLightTexture.Origin / overrideTextureDims) - new Vector2(0.5f, 0.5f);
}
// 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));
// Add all the other encounter points as vertices
// storing their world position as UV coordinates
foreach (Vector2 vertex in rayCastHits)
{
Vector2 rawDiff = vertex - drawPos;
Vector2 diff = rawDiff;
diff /= range*2.0f;
if (overrideLightTexture != null)
{
Vector2 originDiff = diff;
diff.X = originDiff.X * cosAngle - originDiff.Y * sinAngle;
diff.Y = originDiff.X * sinAngle + originDiff.Y * cosAngle;
diff *= (overrideTextureDims / overrideLightTexture.size) * 2.0f;
diff += uvOffset;
}
vertices.Add(new VertexPositionTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
new Vector2(0.5f, 0.5f) + diff));
}
// Compute the indices to form triangles
List<short> indices = new List<short>();
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(0);
indices.Add((short)(1));
indices.Add((short)(vertices.Count - 1));
vertexCount = vertices.Count;
indexCount = indices.Count;
//TODO: a better way to determine the size of the vertex buffer and handle changes in size?
//now we just create a buffer for 64 verts and make it larger if needed
if (lightVolumeBuffer == null)
{
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
}
else if (vertexCount > lightVolumeBuffer.VertexCount)
{
lightVolumeBuffer.Dispose();
lightVolumeIndexBuffer.Dispose();
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
}
lightVolumeBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
lightVolumeIndexBuffer.SetData<short>(indices.ToArray());
}
public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
{
CheckHullsInRange();
Vector3 offset = ParentSub == null ? Vector3.Zero :
new Vector3(ParentSub.DrawPosition.X, ParentSub.DrawPosition.Y, 0.0f);
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
Vector2 drawPos = position;
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
drawPos.Y = -drawPos.Y;
if (range > 1.0f)
if (range > 1.0f && false)
{
if (overrideLightTexture == null)
{
@@ -322,9 +511,38 @@ namespace Barotrauma.Lights
if (LightSprite != null)
{
LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
//LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
}
}
if (NeedsRecalculation)
{
var verts = FindRaycastHits();
CalculateLightVertices(verts);
lastRecalculationTime = (float)GameMain.Instance.TotalElapsedTime;
NeedsRecalculation = false;
}
if (vertexCount == 0) return;
lightEffect.DiffuseColor = (new Vector3(color.R, color.G, color.B) * (color.A / 255.0f)) / 255.0f;// color.ToVector3();
if (overrideLightTexture != null)
{
lightEffect.Texture = overrideLightTexture.Texture;
}
else
{
lightEffect.Texture = LightTexture;
}
lightEffect.CurrentTechnique.Passes[0].Apply();
GameMain.CurrGraphicsDevice.SetVertexBuffer(lightVolumeBuffer);
GameMain.CurrGraphicsDevice.Indices = lightVolumeIndexBuffer;
GameMain.CurrGraphicsDevice.DrawIndexedPrimitives
(
PrimitiveType.TriangleList, 0, 0, indexCount / 3
);
}
public void FlipX()
@@ -349,6 +567,18 @@ namespace Barotrauma.Lights
{
if (LightSprite != null) LightSprite.Remove();
if (lightVolumeBuffer != null)
{
lightVolumeBuffer.Dispose();
lightVolumeBuffer = null;
}
if (lightVolumeIndexBuffer != null)
{
lightVolumeIndexBuffer.Dispose();
lightVolumeIndexBuffer = null;
}
GameMain.LightManager.RemoveLight(this);
}
}

View File

@@ -208,6 +208,48 @@ namespace Barotrauma
return a1 + t * b;
}
/// <summary>
/// Get the point where line segment (a1, a2) intersects the axis-aligned line segment (axisAligned1, axisAligned2)
/// </summary>
public static Vector2? GetAxisAlignedLineIntersection(Vector2 a1, Vector2 a2, Vector2 axisAligned1, Vector2 axisAligned2)
{
if (Math.Abs(axisAligned1.X - axisAligned2.X) < 1.0f)
{
if (Math.Sign(a1.X - axisAligned1.X) == Math.Sign(a2.X - axisAligned1.X))
return null;
if (Math.Max(a1.Y, a2.Y) < Math.Min(axisAligned1.Y, axisAligned2.Y))
return null;
if (Math.Min(a1.Y, a2.Y) > Math.Max(axisAligned1.Y, axisAligned2.Y))
return null;
}
else
{
if (Math.Sign(a1.Y - axisAligned1.Y) == Math.Sign(a2.Y - axisAligned1.Y))
return null;
if (Math.Max(a1.X, a2.X) < Math.Min(axisAligned1.X, axisAligned2.X))
return null;
if (Math.Min(a1.X, a2.X) > Math.Max(axisAligned1.X, axisAligned2.X))
return null;
}
Vector2 b = a2 - a1;
Vector2 d = axisAligned2 - axisAligned1;
float bDotDPerp = b.X * d.Y - b.Y * d.X;
Vector2 c = axisAligned1 - a1;
float t = (c.X * d.Y - c.Y * d.X) / bDotDPerp;
if (t < 0 || t > 1) return null;
float u = (c.X * b.Y - c.Y * b.X) / bDotDPerp;
if (u < 0 || u > 1) return null;
return a1 + t * b;
}
public static Vector2? GetLineRectangleIntersection(Vector2 a1, Vector2 a2, Rectangle rect)
{
Vector2? intersection = GetLineIntersection(a1, a2,
@@ -276,15 +318,16 @@ namespace Barotrauma
public static bool CircleIntersectsRectangle(Vector2 circlePos, float radius, Rectangle rect)
{
float xDist = Math.Abs(circlePos.X - rect.Center.X);
float yDist = Math.Abs(circlePos.Y - rect.Center.Y);
int halfWidth = rect.Width / 2;
int halfHeight = rect.Height / 2;
if (xDist > (halfWidth + radius)) { return false; }
if (xDist <= (halfWidth)) { return true; }
if (yDist > (halfHeight + radius)) { return false; }
float yDist = Math.Abs(circlePos.Y - rect.Center.Y);
int halfHeight = rect.Height / 2;
if (yDist > (halfHeight + radius)) { return false; }
if (xDist <= (halfWidth)) { return true; }
if (yDist <= (halfHeight)) { return true; }
float distSqX = xDist - halfWidth;
@@ -475,4 +518,18 @@ namespace Barotrauma
return Math.Sign(d2 - d1);
}
}
class CompareSegmentPointCW : IComparer<Lights.SegmentPoint>
{
private Vector2 center;
public CompareSegmentPointCW(Vector2 center)
{
this.center = center;
}
public int Compare(Lights.SegmentPoint a, Lights.SegmentPoint b)
{
return -CompareCCW.Compare(a.WorldPos, b.WorldPos, center);
}
}
}