using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Collections.Generic; using System.Linq; namespace Subsurface.Lights { class ConvexHull { public static List list = new List(); static BasicEffect shadowEffect; static BasicEffect penumbraEffect; private Vector2[] vertices; private int primitiveCount; private bool[] backFacing; private VertexPositionColor[] shadowVertices; private VertexPositionTexture[] penumbraVertices; private Rectangle boundingBox; public bool Enabled { get; set; } public Rectangle BoundingBox { get { return boundingBox; } } public ConvexHull(Vector2[] points, Color color) { if (shadowEffect == null) { shadowEffect = new BasicEffect(GameMain.CurrGraphicsDevice); shadowEffect.VertexColorEnabled = true; } if (penumbraEffect == null) { penumbraEffect = new BasicEffect(GameMain.CurrGraphicsDevice); penumbraEffect.TextureEnabled = true; //shadowEffect.VertexColorEnabled = true; penumbraEffect.LightingEnabled = false; penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png"); } vertices = points; primitiveCount = vertices.Length; CalculateDimensions(); //indices = new short[primitiveCount * 3]; //for (int i = 0; i < primitiveCount; i++) //{ // indices[3 * i] = (short)i; // indices[3 * i + 1] = (short)((i + 1) % vertexCount); // indices[3 * i + 2] = (short)vertexCount; //} backFacing = new bool[primitiveCount]; Enabled = true; list.Add(this); } private void CalculateDimensions() { Vector2 center = Vector2.Zero; float? minX = null, minY = null, maxX = null, maxY = null; for (int i = 0; i < vertices.Length; i++) { center += vertices[i]; if (minX == null || vertices[i].X < minX) minX = vertices[i].X; if (minY == null || vertices[i].Y < minY) minY = vertices[i].Y; if (maxX == null || vertices[i].X > maxX) maxX = vertices[i].X; if (maxY == null || vertices[i].Y > minY) maxY = vertices[i].Y; } center /= vertices.Length; boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY)); } public void Move(Vector2 amount) { for (int i = 0; i < vertices.Count(); i++) { vertices[i] += amount; } CalculateDimensions(); } public void SetVertices(Vector2[] points) { vertices = points; } private void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true) { //compute facing of each edge, using N*L for (int i = 0; i < primitiveCount; i++) { 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 L = lightSourcePos - middle; Vector2 N = new Vector2( -(secondVertex.Y - firstVertex.Y), secondVertex.X - firstVertex.X); backFacing[i] = (Vector2.Dot(N, L) < 0); } //find beginning and ending vertices which //belong to the shadow int startingIndex = 0; int endingIndex = 0; for (int i = 0; i < primitiveCount; i++) { int currentEdge = i; int nextEdge = (i + 1) % primitiveCount; if (backFacing[currentEdge] && !backFacing[nextEdge]) endingIndex = nextEdge; if (!backFacing[currentEdge] && backFacing[nextEdge]) startingIndex = nextEdge; } int shadowVertexCount; //nr of vertices that are in the shadow if (endingIndex > startingIndex) shadowVertexCount = endingIndex - startingIndex + 1; else shadowVertexCount = primitiveCount + 1 - startingIndex + endingIndex; shadowVertices = new VertexPositionColor[shadowVertexCount * 2]; //create a triangle strip that has the shape of the shadow int currentIndex = startingIndex; int svCount = 0; while (svCount != shadowVertexCount * 2) { Vector3 vertexPos = new Vector3(vertices[currentIndex], 0.0f); //one vertex on the hull shadowVertices[svCount] = new VertexPositionColor(); shadowVertices[svCount].Color = los ? Color.Black : Color.Transparent; shadowVertices[svCount].Position = vertexPos; //one extruded by the light direction shadowVertices[svCount + 1] = new VertexPositionColor(); shadowVertices[svCount + 1].Color = los ? Color.Black : Color.Transparent; Vector3 L2P = vertexPos - new Vector3(lightSourcePos, 0); L2P.Normalize(); shadowVertices[svCount + 1].Position = new Vector3(lightSourcePos, 0) + L2P * 9000; svCount += 2; currentIndex = (currentIndex + 1) % primitiveCount; } if (los) { CalculatePenumbraVertices(startingIndex, endingIndex, lightSourcePos, los); } } private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los) { penumbraVertices = new VertexPositionTexture[6]; for (int n = 0; n < 4; n += 3) { Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f); penumbraVertices[n] = new VertexPositionTexture(); penumbraVertices[n].Position = penumbraStart; penumbraVertices[n].TextureCoordinate = new Vector2(0.0f, 1.0f); //penumbraVertices[0].te = fow ? Color.Black : Color.Transparent; for (int i = 0; i < 2; i++) { penumbraVertices[n + i + 1] = new VertexPositionTexture(); Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0); vertexDir.Normalize(); Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f; if (n > 0) normal = -normal; vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f); vertexDir.Normalize(); penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000; if (los) { penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f); } else { penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero; } } if (n > 0) { var temp = penumbraVertices[4]; penumbraVertices[4] = penumbraVertices[5]; penumbraVertices[5] = temp; } } } public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Vector2 lightSourcePos, Matrix transform, bool los = true) { if (!Enabled) return; CalculateShadowVertices(lightSourcePos, los); shadowEffect.World = transform; shadowEffect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertices.Length - 2); if (los) { penumbraEffect.World = shadowEffect.World; penumbraEffect.CurrentTechnique.Passes[0].Apply(); #if WINDOWS graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, penumbraVertices, 0, 2, VertexPositionTexture.VertexDeclaration); #endif } } public void Remove() { list.Remove(this); } } }