using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace Barotrauma.Lights { class LightSource { private static Texture2D lightTexture; private List hullsInRange; private Color color; private float range; public SpriteEffects SpriteEffect = SpriteEffects.None; private Texture2D texture; 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; private Vector2 prevHullUpdatePosition; public bool NeedsHullUpdate; private Vector2 position; public Vector2 Position { get { return position; } set { if (position == value) return; position = value; if (Vector2.Distance(prevHullUpdatePosition, position) < 5.0f) return; NeedsHullUpdate = true; prevHullUpdatePosition = position; } } public float Rotation { get; set; } public Vector2 WorldPosition { get { return (ParentSub == null) ? position : position + ParentSub.Position; } } public static Texture2D LightTexture { get { if (lightTexture == null) { lightTexture = TextureLoader.FromFile("Content/Lights/light.png"); } return lightTexture; } } public Color Color { get { return color; } set { color = value; } } public float Range { get { return range; } set { range = MathHelper.Clamp(value, 0.0f, 2048.0f); if (Math.Abs(prevHullUpdateRange - range) < 10.0f) return; NeedsHullUpdate = true; prevHullUpdateRange = range; } } public LightSource (XElement element) : this(Vector2.Zero, 100.0f, Color.White, null) { range = ToolBox.GetAttributeFloat(element, "range", 100.0f); color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One)); CastShadows = ToolBox.GetAttributeBool(element, "castshadows", true); foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "sprite": LightSprite = new Sprite(subElement); break; case "lighttexture": overrideLightTexture = new Sprite(subElement); break; } } } public LightSource(Vector2 position, float range, Color color, Submarine submarine) { hullsInRange = new List(); this.ParentSub = submarine; this.position = position; this.range = range; this.color = color; CastShadows = true; texture = LightTexture; GameMain.LightManager.AddLight(this); } /*public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform) { if (!CastShadows) return; if (range < 1.0f || color.A < 0.01f) return; foreach (Submarine sub in Submarine.Loaded) { var hulls = GetHullsInRange(sub); if (hulls == null) continue; foreach ( ConvexHull ch in hulls) { ch.DrawShadows(graphics, cam, this, shadowTransform, false); } } var outsideHulls = GetHullsInRange(null); NeedsHullUpdate = false; if (outsideHulls == null) return; foreach (ConvexHull ch in outsideHulls) { ch.DrawShadows(graphics, cam, this, shadowTransform, false); } } private List GetHullsInRange(Submarine sub) { //find the current list of hulls in range var chList = hullsInRange.Find(x => x.Submarine == sub); //not found -> create one if (chList == null) { chList = new ConvexHullList(sub); hullsInRange.Add(chList); } 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; }*/ private List 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 = ConvexHull.GetHullsInRange(position, range, ParentSub); //find convexhull segments that are close enough and facing towards the light source List visibleSegments = new List(); List points = new List(); 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 { 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 output = new List(); //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 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 CalculateVertices(List encounters, out VertexPositionTexture[] vertexArray, out short[] indexArray) { List vertices = new List(); Vector2 drawPos = position; if (ParentSub != null) drawPos += ParentSub.DrawPosition; // Add a vertex for the center of the mesh vertices.Add(new VertexPositionTexture(new Vector3(drawPos.X, drawPos.Y, 0), new Vector2(0.5f, 0.5f))); // Add all the other encounter points as vertices // storing their world position as UV coordinates foreach (Vector2 vertex in encounters) { Vector2 diff = vertex - drawPos; vertices.Add(new VertexPositionTexture(new Vector3(vertex.X, vertex.Y, 0), new Vector2(0.5f, 0.5f) + diff / range / 2)); } // Compute the indices to form triangles List indices = new List(); for (int i = 0; i < encounters.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)); vertexArray = vertices.ToArray(); indexArray = indices.ToArray(); } public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect) { Vector2 drawPos = position; if (ParentSub != null) drawPos += ParentSub.DrawPosition; drawPos.Y = -drawPos.Y; if (range > 1.0f && false) { if (overrideLightTexture == null) { Vector2 center = new Vector2(LightTexture.Width / 2, LightTexture.Height / 2); float scale = range / (lightTexture.Width / 2.0f); spriteBatch.Draw(lightTexture, drawPos, null, color * (color.A / 255.0f), 0, center, scale, SpriteEffects.None, 1); } else { overrideLightTexture.Draw(spriteBatch, drawPos, color * (color.A / 255.0f), overrideLightTexture.Origin, -Rotation, new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height), SpriteEffect); } } if (LightSprite != null) { //LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect); } var verts = FindRaycastHits(); /*for (int i = 0; i < verts.Count; i++) { Color[] clrs = new Color[] { Color.Green, Color.Cyan, Color.Red, Color.White, Color.Magenta }; Color clr = clrs[i % clrs.Length]; // GUI.DrawString(spriteBatch, new Vector2(verts[i].X, -verts[i].Y), verts[i].ToString(), clr); GUI.DrawString(spriteBatch, new Vector2(verts[i].X, -verts[i].Y), i.ToString(), clr); GUI.DrawLine(spriteBatch, drawPos, new Vector2(verts[i].X, -verts[i].Y), clr, 0,3); }*/ // Generate a triangle list from the encounter points VertexPositionTexture[] vertices; short[] indices; CalculateVertices(verts, out vertices, out indices); if (vertices.Length == 0) return; lightEffect.DiffuseColor = (new Vector3(color.R, color.G, color.B) * (color.A / 255.0f)) / 255.0f;// color.ToVector3(); lightEffect.CurrentTechnique.Passes[0].Apply(); GameMain.CurrGraphicsDevice.DrawUserIndexedPrimitives ( PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3 ); } public void FlipX() { SpriteEffect = SpriteEffect == SpriteEffects.None ? SpriteEffects.FlipHorizontally : SpriteEffects.None; if (LightSprite != null) { Vector2 lightOrigin = LightSprite.Origin; lightOrigin.X = LightSprite.SourceRect.Width - lightOrigin.X; LightSprite.Origin = lightOrigin; } if (overrideLightTexture != null) { Vector2 lightOrigin = overrideLightTexture.Origin; lightOrigin.X = overrideLightTexture.SourceRect.Width - lightOrigin.X; overrideLightTexture.Origin = lightOrigin; } } public void Remove() { if (LightSprite != null) LightSprite.Remove(); GameMain.LightManager.RemoveLight(this); } } }