Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Map/Lights/LightManager.cs
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

630 lines
26 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
using System.Collections.Generic;
using System.Linq;
using System;
using Barotrauma.Items.Components;
namespace Barotrauma.Lights
{
class LightManager
{
private const float AmbientLightUpdateInterval = 0.2f;
private const float AmbientLightFalloff = 0.8f;
/// <summary>
/// Enables a feature that makes lights inside the hull increase the brightness of the entire hull
/// and adjacent ones to some extent, if there are gaps for the lights to pass through.
/// Prevents unnaturally dark looking shadows in otherwise well-lit submarines, but disabled at least for
/// the time being because it makes the lighting behave unpredictably and may cause rooms to appear
/// excessively bright if different lighting conditions aren't tested and accounted for.
/// </summary>
private static readonly bool UseHullSpecificAmbientLight = false;
public static Entity ViewTarget { get; set; }
private float currLightMapScale;
private float currLightMapScale;
public Color AmbientLight;
public RenderTarget2D LightMap
{
get;
private set;
}
public RenderTarget2D SpecularMap
{
get;
private set;
}
public RenderTarget2D LosTexture
{
get;
private set;
}
private BasicEffect lightEffect;
public Effect LosEffect { get; private set; }
private List<LightSource> lights;
public bool LosEnabled = true;
public LosMode LosMode = LosMode.Transparent;
public bool LightingEnabled = true;
public bool ObstructVision;
private Texture2D visionCircle;
private Dictionary<Hull, Color> hullAmbientLights;
private Dictionary<Hull, Color> smoothedHullAmbientLights;
private float ambientLightUpdateTimer;
public LightManager(GraphicsDevice graphics, ContentManager content)
{
lights = new List<LightSource>();
AmbientLight = new Color(20, 20, 20, 255);
visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
CreateRenderTargets(graphics);
GameMain.Instance.OnResolutionChanged += () =>
{
CreateRenderTargets(graphics);
};
#if WINDOWS
LosEffect = content.Load<Effect>("Effects/losshader");
#else
LosEffect = content.Load<Effect>("Effects/losshader_opengl");
#endif
if (lightEffect == null)
{
lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
{
VertexColorEnabled = true,
TextureEnabled = true,
Texture = LightSource.LightTexture
};
}
hullAmbientLights = new Dictionary<Hull, Color>();
smoothedHullAmbientLights = new Dictionary<Hull, Color>();
}
private void CreateRenderTargets(GraphicsDevice graphics)
{
var pp = graphics.PresentationParameters;
currLightMapScale = GameMain.Config.LightMapScale;
LightMap?.Dispose();
LightMap = new RenderTarget2D(graphics,
(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale), (int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false,
pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
RenderTargetUsage.DiscardContents);
SpecularMap?.Dispose();
SpecularMap = new RenderTarget2D(graphics,
(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale), (int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false,
pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
RenderTargetUsage.DiscardContents);
LosTexture?.Dispose();
LosTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale), (int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false, SurfaceFormat.Color, DepthFormat.None);
}
public void AddLight(LightSource light)
{
if (!lights.Contains(light)) lights.Add(light);
}
public void RemoveLight(LightSource light)
{
lights.Remove(light);
}
public void OnMapLoaded()
{
foreach (LightSource light in lights)
{
light.NeedsHullCheck = true;
light.NeedsRecalculation = true;
}
}
public void Update(float deltaTime)
{
if (UseHullSpecificAmbientLight)
{
if (ambientLightUpdateTimer > 0.0f)
{
ambientLightUpdateTimer -= deltaTime;
}
else
{
CalculateAmbientLights();
ambientLightUpdateTimer = AmbientLightUpdateInterval;
}
foreach (Hull hull in hullAmbientLights.Keys)
{
if (!smoothedHullAmbientLights.ContainsKey(hull))
{
smoothedHullAmbientLights.Add(hull, Color.TransparentBlack);
}
}
foreach (Hull hull in smoothedHullAmbientLights.Keys.ToList())
{
Color targetColor = Color.TransparentBlack;
hullAmbientLights.TryGetValue(hull, out targetColor);
smoothedHullAmbientLights[hull] = Color.Lerp(smoothedHullAmbientLights[hull], targetColor, deltaTime);
}
}
}
private List<LightSource> activeLights = new List<LightSource>(capacity: 100);
public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, RenderTarget2D backgroundObstructor = null)
{
if (!LightingEnabled) return;
if (Math.Abs(currLightMapScale - GameMain.Config.LightMapScale) > 0.01f)
{
//lightmap scale has changed -> recreate render targets
CreateRenderTargets(graphics);
}
Matrix spriteBatchTransform = cam.Transform * Matrix.CreateScale(new Vector3(GameMain.Config.LightMapScale, GameMain.Config.LightMapScale, 1.0f));
Matrix transform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
if (GameMain.Config.SpecularityEnabled)
{
UpdateSpecularMap(graphics, spriteBatch, spriteBatchTransform, cam, backgroundObstructor);
}
graphics.SetRenderTarget(LightMap);
Rectangle viewRect = cam.WorldView;
viewRect.Y -= cam.WorldView.Height;
//check which lights need to be drawn
activeLights.Clear();
foreach (LightSource light in lights)
{
if (light.Color.A < 1 || light.Range < 1.0f || !light.Enabled) continue;
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
activeLights.Add(light);
}
//clear the lightmap
graphics.Clear(Color.Black);
graphics.BlendState = BlendState.Additive;
//draw background lights
//---------------------------------------------------------------------------------------------------
bool backgroundSpritesDrawn = false;
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
foreach (LightSource light in activeLights)
{
if (!light.IsBackground) continue;
light.DrawSprite(spriteBatch, cam);
light.DrawLightVolume(spriteBatch, lightEffect, transform);
backgroundSpritesDrawn = true;
}
GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
spriteBatch.End();
//draw a black rectangle on hulls to hide background lights behind subs
//---------------------------------------------------------------------------------------------------
Dictionary<Hull, Rectangle> visibleHulls = null;
if (backgroundSpritesDrawn)
{
if (backgroundObstructor != null)
{
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
spriteBatch.End();
}
else
{
visibleHulls = GetVisibleHulls(cam);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
foreach (Rectangle drawRect in visibleHulls.Values)
{
//TODO: draw some sort of smoothed rectangle
GUI.DrawRectangle(spriteBatch,
new Vector2(drawRect.X, -drawRect.Y),
new Vector2(drawRect.Width, drawRect.Height),
Color.Black, true);
}
spriteBatch.End();
}
graphics.BlendState = BlendState.Additive;
}
//draw the focused item and character to highlight them,
//and light sprites (done before drawing the actual light volumes so we can make characters obstruct the highlights and sprites)
//---------------------------------------------------------------------------------------------------
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
if (Character.Controlled != null)
{
if (Character.Controlled.FocusedItem != null)
{
Character.Controlled.FocusedItem.IsHighlighted = true;
}
if (Character.Controlled.FocusedCharacter != null)
{
Character.Controlled.FocusedCharacter.Draw(spriteBatch, cam);
}
if (!GUI.DisableItemHighlights)
{
foreach (Item item in Item.ItemList)
{
if (item.IsHighlighted)
{
item.Draw(spriteBatch, false, true);
}
}
}
}
foreach (LightSource light in activeLights)
{
if (light.IsBackground) continue;
light.DrawSprite(spriteBatch, cam);
}
spriteBatch.End();
//draw characters to obstruct the highlighted items/characters and light sprites
//---------------------------------------------------------------------------------------------------
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, transformMatrix: spriteBatchTransform);
foreach (Character character in Character.CharacterList)
{
if (character.CurrentHull == null || !character.Enabled) continue;
if (Character.Controlled?.FocusedCharacter == character) continue;
foreach (Limb limb in character.AnimController.Limbs)
{
limb.Draw(spriteBatch, cam, Color.Black);
}
}
spriteBatch.End();
graphics.BlendState = BlendState.Additive;
//draw the actual light volumes, additive particles, hull ambient lights and the halo around the player
//---------------------------------------------------------------------------------------------------
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
GUI.DrawRectangle(spriteBatch, new Rectangle(cam.WorldView.X, -cam.WorldView.Y, cam.WorldView.Width, cam.WorldView.Height), AmbientLight, isFilled:true);
foreach (ElectricalDischarger discharger in ElectricalDischarger.List)
{
discharger.DrawElectricity(spriteBatch);
}
foreach (LightSource light in activeLights)
{
if (light.IsBackground) continue;
light.DrawLightVolume(spriteBatch, lightEffect, transform);
}
Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
lightEffect.World = Matrix.CreateTranslation(Vector3.Zero) * transform;
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
if (UseHullSpecificAmbientLight)
{
if (visibleHulls == null)
{
visibleHulls = GetVisibleHulls(cam);
}
foreach (Hull hull in smoothedHullAmbientLights.Keys)
{
if (smoothedHullAmbientLights[hull].A < 0.01f) continue;
if (!visibleHulls.TryGetValue(hull, out Rectangle drawRect)) continue;
GUI.DrawRectangle(spriteBatch,
new Vector2(drawRect.X, -drawRect.Y),
new Vector2(hull.Rect.Width, hull.Rect.Height),
smoothedHullAmbientLights[hull], true);
}
}
if (Character.Controlled != null)
{
Vector2 haloDrawPos = Character.Controlled.DrawPosition;
haloDrawPos.Y = -haloDrawPos.Y;
//ambient light decreases the brightness of the halo (no need for a bright halo if the ambient light is bright enough)
float ambientBrightness = (AmbientLight.R + AmbientLight.B + AmbientLight.G) / 255.0f / 3.0f;
Color haloColor = Color.White * (0.4f - ambientBrightness);
if (haloColor.A > 0)
{
spriteBatch.Draw(
LightSource.LightTexture, haloDrawPos, null, haloColor, 0.0f,
new Vector2(LightSource.LightTexture.Width / 2, LightSource.LightTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f);
}
}
spriteBatch.End();
if (GameMain.Config.SpecularityEnabled)
{
spriteBatch.Begin(blendState: CustomBlendStates.Multiplicative);
spriteBatch.Draw(SpecularMap, Vector2.Zero, Color.White);
//spriteBatch.Draw(SpecularMap, Vector2.Zero, Color.White);
spriteBatch.End();
}
//draw the actual light volumes, additive particles, hull ambient lights and the halo around the player
//---------------------------------------------------------------------------------------------------
graphics.SetRenderTarget(null);
graphics.BlendState = BlendState.AlphaBlend;
}
public void UpdateSpecularMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Matrix spriteBatchTransform, Camera cam, RenderTarget2D backgroundObstructor = null)
{
graphics.SetRenderTarget(SpecularMap);
//clear the lightmap
graphics.Clear(Color.Black);
graphics.BlendState = BlendState.AlphaBlend;
spriteBatch.Begin(sortMode: SpriteSortMode.Deferred, blendState: BlendState.AlphaBlend, transformMatrix: spriteBatchTransform);
if (Level.Loaded != null)
{
Level.Loaded.LevelObjectManager.DrawObjects(spriteBatch, cam, drawFront: false, specular: true);
}
spriteBatch.End();
//TODO: specular maps for level walls
Level.Loaded?.Renderer?.RenderWalls(graphics, cam, specular: true);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
if (backgroundObstructor != null)
{
spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
}
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0,
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)),
Color.White * 0.4f, isFilled: true);
spriteBatch.End();
graphics.SetRenderTarget(null);
graphics.BlendState = BlendState.AlphaBlend;
}
private Dictionary<Hull, Rectangle> GetVisibleHulls(Camera cam)
{
Dictionary<Hull, Rectangle> visibleHulls = new Dictionary<Hull, Rectangle>();
foreach (Hull hull in Hull.hullList)
{
var drawRect =
hull.Submarine == null ?
hull.Rect :
new Rectangle((int)(hull.Submarine.DrawPosition.X + hull.Rect.X), (int)(hull.Submarine.DrawPosition.Y + hull.Rect.Y), hull.Rect.Width, hull.Rect.Height);
if (drawRect.Right < cam.WorldView.X || drawRect.X > cam.WorldView.Right ||
drawRect.Y - drawRect.Height > cam.WorldView.Y || drawRect.Y < cam.WorldView.Y - cam.WorldView.Height)
{
continue;
}
visibleHulls.Add(hull, drawRect);
}
return visibleHulls;
}
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
{
if ((!LosEnabled || LosMode == LosMode.None) && !ObstructVision) return;
if (ViewTarget == null) return;
graphics.SetRenderTarget(LosTexture);
spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cam.Transform * Matrix.CreateScale(new Vector3(GameMain.Config.LightMapScale, GameMain.Config.LightMapScale, 1.0f)));
if (ObstructVision)
{
graphics.Clear(Color.Black);
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
diff.Y = -diff.Y;
float rotation = MathUtils.VectorToAngle(diff);
Vector2 scale = new Vector2(
MathHelper.Clamp(diff.Length() / 256.0f, 2.0f, 5.0f), 2.0f);
spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
new Vector2(visionCircle.Width * 0.2f, visionCircle.Height / 2), scale, SpriteEffects.None, 0.0f);
}
else
{
graphics.Clear(Color.White);
}
spriteBatch.End();
//--------------------------------------
if (LosEnabled && LosMode != LosMode.None && ViewTarget != null)
{
Vector2 pos = ViewTarget.DrawPosition;
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
Matrix shadowTransform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
var convexHulls = ConvexHull.GetHullsInRange(ViewTarget.Position, cam.WorldView.Width*0.75f, ViewTarget.Submarine);
if (convexHulls != null)
{
List<VertexPositionColor> shadowVerts = new List<VertexPositionColor>();
List<VertexPositionTexture> penumbraVerts = new List<VertexPositionTexture>();
foreach (ConvexHull convexHull in convexHulls)
{
if (!convexHull.Enabled || !convexHull.Intersects(camView)) continue;
Vector2 relativeLightPos = pos;
if (convexHull.ParentEntity?.Submarine != null) relativeLightPos -= convexHull.ParentEntity.Submarine.Position;
convexHull.CalculateShadowVertices(relativeLightPos, true);
//convert triangle strips to a triangle list
for (int i = 0; i < convexHull.shadowVertexCount * 2 - 2; i++)
{
if (i % 2 == 0)
{
shadowVerts.Add(convexHull.ShadowVertices[i]);
shadowVerts.Add(convexHull.ShadowVertices[i + 1]);
shadowVerts.Add(convexHull.ShadowVertices[i + 2]);
}
else
{
shadowVerts.Add(convexHull.ShadowVertices[i]);
shadowVerts.Add(convexHull.ShadowVertices[i + 2]);
shadowVerts.Add(convexHull.ShadowVertices[i + 1]);
}
}
penumbraVerts.AddRange(convexHull.PenumbraVertices);
}
if (shadowVerts.Count > 0)
{
ConvexHull.shadowEffect.World = shadowTransform;
ConvexHull.shadowEffect.CurrentTechnique.Passes[0].Apply();
graphics.DrawUserPrimitives(PrimitiveType.TriangleList, shadowVerts.ToArray(), 0, shadowVerts.Count / 3, VertexPositionColor.VertexDeclaration);
if (penumbraVerts.Count > 0)
{
ConvexHull.penumbraEffect.World = shadowTransform;
ConvexHull.penumbraEffect.CurrentTechnique.Passes[0].Apply();
graphics.DrawUserPrimitives(PrimitiveType.TriangleList, penumbraVerts.ToArray(), 0, penumbraVerts.Count / 3, VertexPositionTexture.VertexDeclaration);
}
}
}
}
graphics.SetRenderTarget(null);
}
private void CalculateAmbientLights()
{
hullAmbientLights.Clear();
foreach (LightSource light in lights)
{
if (light.Color.A < 1f || light.Range < 1.0f || light.IsBackground) continue;
var newAmbientLights = AmbientLightHulls(light);
foreach (Hull hull in newAmbientLights.Keys)
{
if (hullAmbientLights.ContainsKey(hull))
{
//hull already lit by some other light source -> add the ambient lights up
hullAmbientLights[hull] = new Color(
hullAmbientLights[hull].R + newAmbientLights[hull].R,
hullAmbientLights[hull].G + newAmbientLights[hull].G,
hullAmbientLights[hull].B + newAmbientLights[hull].B,
hullAmbientLights[hull].A + newAmbientLights[hull].A);
}
else
{
hullAmbientLights.Add(hull, newAmbientLights[hull]);
}
}
}
}
/// <summary>
/// Add ambient light to the hull the lightsource is inside + all adjacent hulls connected by a gap
/// </summary>
private Dictionary<Hull, Color> AmbientLightHulls(LightSource light)
{
Dictionary<Hull, Color> hullAmbientLight = new Dictionary<Hull, Color>();
var hull = Hull.FindHull(light.WorldPosition);
if (hull == null) return hullAmbientLight;
return AmbientLightHulls(hull, hullAmbientLight, light.Color * Math.Min(light.Range / 1000.0f, 1.0f));
}
/// <summary>
/// A flood fill algorithm that adds ambient light to all hulls the starting hull is connected to
/// </summary>
private Dictionary<Hull, Color> AmbientLightHulls(Hull hull, Dictionary<Hull, Color> hullAmbientLight, Color currColor)
{
if (hullAmbientLight.ContainsKey(hull))
{
if (hullAmbientLight[hull].A > currColor.A)
return hullAmbientLight;
else
hullAmbientLight[hull] = currColor;
}
else
{
hullAmbientLight.Add(hull, currColor);
}
Color nextHullLight = currColor * AmbientLightFalloff;
//light getting too dark to notice -> no need to spread further
if (nextHullLight.A < 20) return hullAmbientLight;
//use hashset to make sure that each hull is only included once
HashSet<Hull> hulls = new HashSet<Hull>();
foreach (Gap g in hull.ConnectedGaps)
{
if (!g.IsRoomToRoom || !g.PassAmbientLight || g.Open < 0.5f) continue;
hulls.Add((g.linkedTo[0] == hull ? g.linkedTo[1] : g.linkedTo[0]) as Hull);
}
foreach (Hull h in hulls)
{
hullAmbientLight = AmbientLightHulls(h, hullAmbientLight, nextHullLight);
}
return hullAmbientLight;
}
public void ClearLights()
{
lights.Clear();
}
}
class CustomBlendStates
{
static CustomBlendStates()
{
Multiplicative = new BlendState
{
ColorSourceBlend = Blend.DestinationColor,
ColorDestinationBlend = Blend.SourceColor,
ColorBlendFunction = BlendFunction.Add
};
}
public static BlendState Multiplicative { get; private set; }
}
}