Calculating light volumes works now. Very poorly optimized at the moment, todo: cache volumes and only recalculate when needed
This commit is contained in:
@@ -74,20 +74,30 @@ namespace Barotrauma.Lights
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{
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Start = start;
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End = end;
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start.Segment = this;
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end.Segment = this;
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}
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}
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class SegmentPoint
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struct SegmentPoint
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{
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public Vector2 Pos;
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public Segment[] Segments;
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public Vector2 Pos;
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public Vector2 WorldPos;
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public SegmentPoint(Vector2 pos, Segment[] segments)
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public Segment Segment;
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public SegmentPoint(Vector2 pos)
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{
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Pos = pos;
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Segments = segments;
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WorldPos = pos;
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Segment = null;
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}
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public override string ToString()
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{
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return Pos.ToString();
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}
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}
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@@ -225,6 +235,9 @@ namespace Barotrauma.Lights
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{
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vertices[i].Pos += amount;
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losVertices[i].Pos += amount;
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segments[i].Start.Pos += amount;
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segments[i].End.Pos += amount;
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}
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CalculateDimensions();
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@@ -236,16 +249,16 @@ namespace Barotrauma.Lights
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for (int i = 0; i < 4; i++)
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{
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vertices[i] = new SegmentPoint(points[i], new Segment[2]);
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losVertices[i] = new SegmentPoint(points[i], new Segment[2]);
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vertices[i] = new SegmentPoint(points[i]);
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losVertices[i] = new SegmentPoint(points[i]);
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}
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for (int i = 0; i < 4; i++)
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{
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segments[i] = new Segment(vertices[i], vertices[(i + 1) % 4]);
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vertices[i].Segments[1] = segments[i];
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vertices[(i + 1) % 4].Segments[0] = segments[i];
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//vertices[i].Segments[1] = segments[i];
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//vertices[(i + 1) % 4].Segments[0] = segments[i];
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}
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@@ -315,15 +328,18 @@ namespace Barotrauma.Lights
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{
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if (ignoreEdge[i]) continue;
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Vector2 middle = (segments[i].Start.Pos + segments[i].End.Pos) / 2;
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Vector2 pos1 = vertices[i].WorldPos;
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Vector2 pos2 = vertices[(i + 1) % 4].WorldPos;
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Vector2 middle = (pos1 + pos2) / 2;
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Vector2 L = viewPosition - middle;
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Vector2 N = new Vector2(
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-(segments[i].End.Pos.Y - segments[i].Start.Pos.Y),
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segments[i].End.Pos.X - segments[i].Start.Pos.X);
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-(pos2.Y - pos1.Y),
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pos2.X - pos1.X);
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if (Vector2.Dot(N, L) < 0)
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if (Vector2.Dot(N, L) > 0)
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{
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visibleFaces.Add(segments[i]);
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}
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@@ -339,6 +355,9 @@ namespace Barotrauma.Lights
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for (int i = 0; i < 4; i++)
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{
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vertices[i].WorldPos = vertices[i].Pos + parentEntity.Submarine.DrawPosition;
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segments[i].Start.WorldPos = segments[i].Start.Pos + parentEntity.Submarine.DrawPosition;
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segments[i].End.WorldPos = segments[i].End.Pos + parentEntity.Submarine.DrawPosition;
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}
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}
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@@ -25,6 +25,8 @@ namespace Barotrauma.Lights
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public Color AmbientLight;
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RenderTarget2D lightMap, losTexture;
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BasicEffect lightEffect;
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private static Texture2D alphaClearTexture;
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@@ -60,6 +62,15 @@ namespace Barotrauma.Lights
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losTexture = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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if (lightEffect == null)
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{
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lightEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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lightEffect.VertexColorEnabled = false;
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lightEffect.TextureEnabled = true;
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lightEffect.Texture = LightSource.LightTexture;
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}
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hullAmbientLights = new Dictionary<Hull, Color>();
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smoothedHullAmbientLights = new Dictionary<Hull, Color>();
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@@ -132,16 +143,23 @@ namespace Barotrauma.Lights
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//clear to some small ambient light
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graphics.Clear(AmbientLight);
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graphics.BlendState = BlendState.Additive;
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
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Matrix transform = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
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lightEffect.World = Matrix.CreateTranslation(offset) * transform;
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foreach (LightSource light in lights)
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{
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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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light.Draw(spriteBatch, lightEffect);
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}
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
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@@ -178,9 +196,10 @@ namespace Barotrauma.Lights
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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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//ClearAlphaToOne(graphics, spriteBatch);
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graphics.SetRenderTarget(null);
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graphics.BlendState = BlendState.AlphaBlend;
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}
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public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
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@@ -239,43 +239,156 @@ namespace Barotrauma.Lights
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return chList.List;
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}*/
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private List<Vector2> CalculateFanVertices()
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private List<Vector2> FindRaycastHits()
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{
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if (!CastShadows) return null;
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if (range < 1.0f || color.A < 0.01f) return null;
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Vector2 drawPos = position;
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if (ParentSub != null) drawPos += ParentSub.DrawPosition;
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var hulls = ConvexHull.GetHullsInRange(position, range, ParentSub);
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//find convexhull segments that are close enough and facing towards the light source
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List<Segment> visibleSegments = new List<Segment>();
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List<SegmentPoint> points = new List<SegmentPoint>();
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foreach (ConvexHull hull in hulls)
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{
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hull.RefreshWorldPositions();
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points.AddRange(hull.GetVisibleSegments(position).Select(s => s.End));
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var visibleHullSegments = hull.GetVisibleSegments(drawPos);
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visibleSegments.AddRange(visibleHullSegments);
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foreach (Segment s in visibleHullSegments)
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{
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points.Add(s.Start);
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points.Add(s.End);
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}
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}
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//add a square-shaped boundary to make sure we've got something to construct the triangles from
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//even if there aren't enough hull segments around the light source
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//(might be more effective to calculate if we actually need these extra points)
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var boundaryCorners = new List<SegmentPoint> {
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new SegmentPoint(new Vector2(drawPos.X + range*2, drawPos.Y + range*2)),
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new SegmentPoint(new Vector2(drawPos.X + range*2, drawPos.Y - range*2)),
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new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y - range*2)),
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new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y + range*2))
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};
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points.AddRange(boundaryCorners);
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var compareCCW = new CompareSegmentPointCW(drawPos);
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points.Sort(compareCCW);
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List<Vector2> output = new List<Vector2>();
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//remove points that are very close to each other
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for (int i = 0; i < points.Count - 1; i++)
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{
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if (Math.Abs(points[i].WorldPos.X - points[i + 1].WorldPos.X) < 3 &&
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Math.Abs(points[i].WorldPos.Y - points[i + 1].WorldPos.Y) < 3)
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{
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points.RemoveAt(i + 1);
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}
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}
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foreach (SegmentPoint p in points)
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{
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Vector2 dir = Vector2.Normalize(p.WorldPos - drawPos);
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Vector2 dirNormal = new Vector2(-dir.Y, dir.X)*3;
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//do two slightly offset raycasts to hit the segment itself and whatever's behind it
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Vector2 intersection1 = RayCast(drawPos, drawPos + dir * range * 2 - dirNormal, visibleSegments);
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Vector2 intersection2 = RayCast(drawPos, drawPos + dir * range * 2 + dirNormal, visibleSegments);
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//hit almost the same position -> only add one vertex to output
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if ((Math.Abs(intersection1.X - intersection2.X) < 5 &&
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Math.Abs(intersection1.Y - intersection2.Y) < 5))
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{
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output.Add(intersection1);
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}
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else
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{
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output.Add(intersection1);
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output.Add(intersection2);
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}
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}
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return output;
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}
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private Vector2 RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
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{
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float closestDist = 0.0f;
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Vector2? closestIntersection = null;
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foreach (Segment s in segments)
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{
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Vector2? intersection = MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos);
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if (intersection != null)
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{
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float dist = Vector2.Distance((Vector2)intersection, rayStart);
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if (closestIntersection == null || dist < closestDist)
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{
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closestDist = dist;
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closestIntersection = intersection;
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}
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}
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}
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return closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
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}
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private void CalculateVertices(List<Vector2> encounters,
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out VertexPositionTexture[] vertexArray, out short[] indexArray)
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{
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List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
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Vector2 drawPos = position;
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if (ParentSub != null) drawPos += ParentSub.DrawPosition;
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//sort points counter-clockwise
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var compareCCW = new CompareSegmentPointCCW(drawPos);
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points.Sort(compareCCW);
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// Add a vertex for the center of the mesh
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vertices.Add(new VertexPositionTexture(new Vector3(drawPos.X, drawPos.Y, 0),
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new Vector2(0.5f, 0.5f)));
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//TODO: calculate triangles from points
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//http://www.redblobgames.com/articles/visibility/
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//http://roy-t.nl/index.php/2014/02/27/2d-lighting-and-shadows-preview/
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// Add all the other encounter points as vertices
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// storing their world position as UV coordinates
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foreach (Vector2 vertex in encounters)
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{
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Vector2 diff = vertex - drawPos;
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return points.Select(p => p.WorldPos).ToList();
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}
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public void Draw(SpriteBatch spriteBatch)
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vertices.Add(new VertexPositionTexture(new Vector3(vertex.X, vertex.Y, 0),
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new Vector2(0.5f, 0.5f) + diff / range / 2));
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}
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// Compute the indices to form triangles
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List<short> indices = new List<short>();
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for (int i = 0; i < encounters.Count - 1; i++)
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{
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indices.Add(0);
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indices.Add((short)((i + 2) % vertices.Count));
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indices.Add((short)((i + 1) % vertices.Count));
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}
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indices.Add(0);
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indices.Add((short)(1));
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indices.Add((short)(vertices.Count - 1));
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vertexArray = vertices.ToArray<VertexPositionTexture>();
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indexArray = indices.ToArray<short>();
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}
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public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect)
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{
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Vector2 drawPos = position;
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if (ParentSub != null) drawPos += ParentSub.DrawPosition;
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drawPos.Y = -drawPos.Y;
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if (range > 1.0f)
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if (range > 1.0f && false)
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{
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if (overrideLightTexture == null)
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{
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@@ -296,15 +409,36 @@ namespace Barotrauma.Lights
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if (LightSprite != null)
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{
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LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
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//LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
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}
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var verts = CalculateFanVertices();
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var verts = FindRaycastHits();
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foreach (var vert in verts)
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/*for (int i = 0; i < verts.Count; i++)
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{
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GUI.DrawLine(spriteBatch, drawPos, new Vector2(vert.X, -vert.Y), Color.White);
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}
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Color[] clrs = new Color[] { Color.Green, Color.Cyan, Color.Red, Color.White, Color.Magenta };
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Color clr = clrs[i % clrs.Length];
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// GUI.DrawString(spriteBatch, new Vector2(verts[i].X, -verts[i].Y), verts[i].ToString(), clr);
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GUI.DrawString(spriteBatch, new Vector2(verts[i].X, -verts[i].Y), i.ToString(), clr);
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GUI.DrawLine(spriteBatch, drawPos, new Vector2(verts[i].X, -verts[i].Y), clr, 0,3);
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}*/
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// Generate a triangle list from the encounter points
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VertexPositionTexture[] vertices;
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short[] indices;
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CalculateVertices(verts, out vertices, out indices);
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if (vertices.Length == 0) return;
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lightEffect.DiffuseColor = (new Vector3(color.R, color.G, color.B) * (color.A / 255.0f)) / 255.0f;// color.ToVector3();
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lightEffect.CurrentTechnique.Passes[0].Apply();
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GameMain.CurrGraphicsDevice.DrawUserIndexedPrimitives<VertexPositionTexture>
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(
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PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3
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);
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}
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public void FlipX()
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@@ -208,6 +208,48 @@ namespace Barotrauma
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return a1 + t * b;
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}
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/// <summary>
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/// Get the point where line segment (a1, a2) intersects the axis-aligned line segment (axisAligned1, axisAligned2)
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/// </summary>
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public static Vector2? GetAxisAlignedLineIntersection(Vector2 a1, Vector2 a2, Vector2 axisAligned1, Vector2 axisAligned2)
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{
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if (Math.Abs(axisAligned1.X - axisAligned2.X) < 1.0f)
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{
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if (Math.Sign(a1.X - axisAligned1.X) == Math.Sign(a2.X - axisAligned1.X))
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return null;
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if (Math.Max(a1.Y, a2.Y) < Math.Min(axisAligned1.Y, axisAligned2.Y))
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return null;
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if (Math.Min(a1.Y, a2.Y) > Math.Max(axisAligned1.Y, axisAligned2.Y))
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return null;
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}
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else
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{
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if (Math.Sign(a1.Y - axisAligned1.Y) == Math.Sign(a2.Y - axisAligned1.Y))
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return null;
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if (Math.Max(a1.X, a2.X) < Math.Min(axisAligned1.X, axisAligned2.X))
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return null;
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if (Math.Min(a1.X, a2.X) > Math.Max(axisAligned1.X, axisAligned2.X))
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return null;
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}
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Vector2 b = a2 - a1;
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Vector2 d = axisAligned2 - axisAligned1;
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float bDotDPerp = b.X * d.Y - b.Y * d.X;
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Vector2 c = axisAligned1 - a1;
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float t = (c.X * d.Y - c.Y * d.X) / bDotDPerp;
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if (t < 0 || t > 1) return null;
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float u = (c.X * b.Y - c.Y * b.X) / bDotDPerp;
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if (u < 0 || u > 1) return null;
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return a1 + t * b;
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}
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public static Vector2? GetLineRectangleIntersection(Vector2 a1, Vector2 a2, Rectangle rect)
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{
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Vector2? intersection = GetLineIntersection(a1, a2,
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@@ -477,17 +519,17 @@ namespace Barotrauma
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}
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}
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class CompareSegmentPointCCW : IComparer<Lights.SegmentPoint>
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class CompareSegmentPointCW : IComparer<Lights.SegmentPoint>
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{
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private Vector2 center;
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public CompareSegmentPointCCW(Vector2 center)
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public CompareSegmentPointCW(Vector2 center)
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{
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this.center = center;
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}
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public int Compare(Lights.SegmentPoint a, Lights.SegmentPoint b)
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{
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return CompareCCW.Compare(a.WorldPos, b.WorldPos, center);
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return -CompareCCW.Compare(a.WorldPos, b.WorldPos, center);
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}
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}
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}
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