1015 lines
41 KiB
C#
1015 lines
41 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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namespace Barotrauma.Lights
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{
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class LightSourceParams : ISerializableEntity
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{
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public string Name => "LightSource";
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public bool Persistent;
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public Dictionary<string, SerializableProperty> SerializableProperties
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{
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get;
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private set;
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} = new Dictionary<string, SerializableProperty>();
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[Serialize("1.0,1.0,1.0,1.0", true), Editable]
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public Color Color
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{
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get;
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set;
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}
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private float range;
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[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
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public float Range
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{
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get { return range; }
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set
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{
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range = MathHelper.Clamp(value, 0.0f, 2048.0f);
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}
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}
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public Sprite OverrideLightTexture
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{
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get;
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private set;
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}
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//Additional sprite drawn on top of the lightsource. Ignores shadows.
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//Can be used to make lamp sprites glow for example.
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public Sprite LightSprite
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{
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get;
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private set;
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}
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public XElement DeformableLightSpriteElement
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{
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get;
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private set;
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}
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//Override the alpha value of the light sprite (if not set, the alpha of the light color is used)
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//Can be used to make lamp sprites glow at full brightness even if the light itself is dim.
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public float? OverrideLightSpriteAlpha;
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public LightSourceParams(XElement element)
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{
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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{
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LightSprite = new Sprite(subElement);
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float spriteAlpha = subElement.GetAttributeFloat("alpha", -1.0f);
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if (spriteAlpha >= 0.0f)
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{
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OverrideLightSpriteAlpha = spriteAlpha;
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}
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}
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break;
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case "deformablesprite":
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{
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DeformableLightSpriteElement = subElement;
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float spriteAlpha = subElement.GetAttributeFloat("alpha", -1.0f);
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if (spriteAlpha >= 0.0f)
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{
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OverrideLightSpriteAlpha = spriteAlpha;
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}
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}
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break;
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case "lighttexture":
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OverrideLightTexture = new Sprite(subElement);
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break;
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}
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}
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}
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public LightSourceParams(float range, Color color)
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{
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SerializableProperties = SerializableProperty.DeserializeProperties(this);
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Range = range;
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Color = color;
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}
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}
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class LightSource
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{
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private static Texture2D lightTexture;
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private List<ConvexHullList> hullsInRange;
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public Texture2D texture;
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public SpriteEffects LightSpriteEffect;
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public Submarine ParentSub;
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private bool castShadows;
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public bool CastShadows
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{
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get { return castShadows && !IsBackground; }
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set { castShadows = value; }
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}
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//what was the range of the light when lightvolumes were last calculated
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private float prevCalculatedRange;
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private Vector2 prevCalculatedPosition;
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//do we need to recheck which convex hulls are within range
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//(e.g. position or range of the lightsource has changed)
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public bool NeedsHullCheck = true;
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//do we need to recalculate the vertices of the light volume
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private bool needsRecalculation;
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public bool NeedsRecalculation
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{
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get { return needsRecalculation; }
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set
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{
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if (!needsRecalculation && value)
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{
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foreach (ConvexHullList chList in hullsInRange)
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{
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chList.IsHidden.Clear();
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}
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}
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needsRecalculation = value;
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}
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}
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//when were the vertices of the light volume last calculated
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private float lastRecalculationTime;
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private Dictionary<Submarine, Vector2> diffToSub;
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private DynamicVertexBuffer lightVolumeBuffer;
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private DynamicIndexBuffer lightVolumeIndexBuffer;
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private int vertexCount;
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private int indexCount;
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private readonly LightSourceParams lightSourceParams;
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public LightSourceParams LightSourceParams => lightSourceParams;
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private Vector2 position;
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public Vector2 Position
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{
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get { return position; }
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set
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{
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if (Math.Abs(position.X - value.X) < 0.1f && Math.Abs(position.Y - value.Y) < 0.1f) return;
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position = value;
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if (Vector2.DistanceSquared(prevCalculatedPosition, position) < 5.0f * 5.0f) return;
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NeedsHullCheck = true;
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NeedsRecalculation = true;
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prevCalculatedPosition = position;
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}
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}
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private float rotation;
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public float Rotation
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{
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get { return rotation; }
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set
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{
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if (Math.Abs(rotation - value) < 0.01f) return;
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rotation = value;
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NeedsHullCheck = true;
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NeedsRecalculation = true;
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}
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}
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public Vector2 SpriteScale
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{
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get;
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set;
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} = Vector2.One;
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public Vector2 WorldPosition
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{
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get { return (ParentSub == null) ? position : position + ParentSub.Position; }
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}
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public static Texture2D LightTexture
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{
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get
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{
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if (lightTexture == null)
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{
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lightTexture = TextureLoader.FromFile("Content/Lights/pointlight_bright.png");
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}
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return lightTexture;
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}
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}
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public Sprite OverrideLightTexture
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{
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get { return lightSourceParams.OverrideLightTexture; }
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}
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public Sprite LightSprite
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{
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get { return lightSourceParams.LightSprite; }
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}
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public Color Color
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{
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get { return lightSourceParams.Color; }
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set { lightSourceParams.Color = value; }
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}
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public float Range
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{
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get { return lightSourceParams.Range; }
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set
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{
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lightSourceParams.Range = value;
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if (Math.Abs(prevCalculatedRange - lightSourceParams.Range) < 10.0f) return;
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NeedsHullCheck = true;
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NeedsRecalculation = true;
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prevCalculatedRange = lightSourceParams.Range;
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}
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}
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/// <summary>
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/// Background lights are drawn behind submarines and they don't cast shadows.
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/// </summary>
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public bool IsBackground
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{
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get;
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set;
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}
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public DeformableSprite DeformableLightSprite
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{
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get;
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private set;
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}
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public bool Enabled = true;
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public LightSource (XElement element)
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: this(Vector2.Zero, 100.0f, Color.White, null)
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{
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lightSourceParams = new LightSourceParams(element);
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CastShadows = element.GetAttributeBool("castshadows", true);
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if (lightSourceParams.DeformableLightSpriteElement != null)
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{
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DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement);
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}
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}
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public LightSource(LightSourceParams lightSourceParams)
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: this(Vector2.Zero, 100.0f, Color.White, null)
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{
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this.lightSourceParams = lightSourceParams;
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lightSourceParams.Persistent = true;
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if (lightSourceParams.DeformableLightSpriteElement != null)
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{
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DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement);
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}
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}
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public LightSource(Vector2 position, float range, Color color, Submarine submarine, bool addLight=true)
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{
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hullsInRange = new List<ConvexHullList>();
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this.ParentSub = submarine;
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this.position = position;
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lightSourceParams = new LightSourceParams(range, color);
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CastShadows = true;
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texture = LightTexture;
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diffToSub = new Dictionary<Submarine, Vector2>();
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if (addLight) GameMain.LightManager.AddLight(this);
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}
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/// <summary>
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/// Update the contents of ConvexHullList and check if we need to recalculate vertices
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/// </summary>
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private void RefreshConvexHullList(ConvexHullList chList, Vector2 lightPos, Submarine sub)
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{
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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if (fullChList == null) return;
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chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, Range, ch.BoundingBox));
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NeedsHullCheck = true;
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}
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/// <summary>
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/// Recheck which convex hulls are in range (if needed),
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/// and check if we need to recalculate vertices due to changes in the convex hulls
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/// </summary>
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private void CheckHullsInRange()
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{
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List<Submarine> subs = new List<Submarine>(Submarine.Loaded);
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subs.Add(null);
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foreach (Submarine sub in subs)
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{
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//find the list of convexhulls that belong to the sub
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var chList = hullsInRange.Find(x => x.Submarine == sub);
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//not found -> create one
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if (chList == null)
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{
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chList = new ConvexHullList(sub);
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hullsInRange.Add(chList);
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NeedsRecalculation = true;
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}
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if (chList.List.Any(ch => ch.LastVertexChangeTime > lastRecalculationTime && !chList.IsHidden.Contains(ch)))
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{
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NeedsRecalculation = true;
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}
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Vector2 lightPos = position;
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if (ParentSub == null)
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{
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//light and the convexhulls are both outside
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if (sub == null)
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{
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if (NeedsHullCheck)
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{
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RefreshConvexHullList(chList, lightPos, null);
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}
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}
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//light is outside, convexhulls inside a sub
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else
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{
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lightPos -= sub.Position;
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Rectangle subBorders = sub.Borders;
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subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
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//only draw if the light overlaps with the sub
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if (!MathUtils.CircleIntersectsRectangle(lightPos, Range, subBorders))
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{
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if (chList.List.Count > 0) NeedsRecalculation = true;
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chList.List.Clear();
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continue;
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}
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RefreshConvexHullList(chList, lightPos, sub);
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}
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}
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else
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{
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//light is inside, convexhull outside
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if (sub == null) continue;
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//light and convexhull are both inside the same sub
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if (sub == ParentSub)
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{
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if (NeedsHullCheck)
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{
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RefreshConvexHullList(chList, lightPos, sub);
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}
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}
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//light and convexhull are inside different subs
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else
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{
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if (sub.DockedTo.Contains(ParentSub) && !NeedsHullCheck) continue;
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lightPos -= (sub.Position - ParentSub.Position);
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Rectangle subBorders = sub.Borders;
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subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
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//don't draw any shadows if the light doesn't overlap with the borders of the sub
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if (!MathUtils.CircleIntersectsRectangle(lightPos, Range, subBorders))
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{
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if (chList.List.Count > 0) NeedsRecalculation = true;
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chList.List.Clear();
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continue;
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}
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//recalculate vertices if the subs have moved > 5 px relative to each other
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Vector2 diff = ParentSub.WorldPosition - sub.WorldPosition;
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Vector2 prevDiff;
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if (!diffToSub.TryGetValue(sub, out prevDiff))
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{
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diffToSub.Add(sub, diff);
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NeedsRecalculation = true;
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}
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else if (Vector2.DistanceSquared(diff, prevDiff) > 5.0f*5.0f)
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{
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diffToSub[sub] = diff;
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NeedsRecalculation = true;
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}
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RefreshConvexHullList(chList, lightPos, sub);
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}
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}
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}
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}
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private List<Vector2> FindRaycastHits()
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{
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if (!CastShadows)
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{
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return null;
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}
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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 = new List<ConvexHull>();
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foreach (ConvexHullList chList in hullsInRange)
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{
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foreach (ConvexHull hull in chList.List)
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{
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if (!chList.IsHidden.Contains(hull)) hulls.Add(hull);
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}
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foreach (ConvexHull hull in chList.List)
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{
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chList.IsHidden.Add(hull);
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}
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}
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float bounds = Range * 2;
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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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hull.GetVisibleSegments(drawPos, visibleSegments);
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}
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//Generate new points at the intersections between segments
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//This is necessary for the light volume to generate properly on some subs
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for (int i = 0; i < visibleSegments.Count; i++)
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{
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Vector2 p1a = visibleSegments[i].Start.WorldPos;
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Vector2 p1b = visibleSegments[i].End.WorldPos;
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for (int j = i + 1; j < visibleSegments.Count; j++)
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{
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//ignore intersections between parallel axis-aligned segments
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if (visibleSegments[i].IsAxisAligned && visibleSegments[j].IsAxisAligned &&
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visibleSegments[i].IsHorizontal == visibleSegments[j].IsHorizontal)
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{
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continue;
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}
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Vector2 p2a = visibleSegments[j].Start.WorldPos;
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Vector2 p2b = visibleSegments[j].End.WorldPos;
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if (Vector2.DistanceSquared(p1a, p2a) < 25.0f ||
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Vector2.DistanceSquared(p1a, p2b) < 25.0f ||
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Vector2.DistanceSquared(p1b, p2a) < 25.0f ||
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Vector2.DistanceSquared(p1b, p2b) < 25.0f)
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{
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continue;
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}
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bool intersects;
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Vector2 intersection = Vector2.Zero;
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if (visibleSegments[i].IsAxisAligned)
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{
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intersects = MathUtils.GetAxisAlignedLineIntersection(p2a, p2b, p1a, p1b, visibleSegments[i].IsHorizontal, out intersection);
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}
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else if (visibleSegments[j].IsAxisAligned)
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{
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intersects = MathUtils.GetAxisAlignedLineIntersection(p1a, p1b, p2a, p2b, visibleSegments[j].IsHorizontal, out intersection);
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}
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else
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{
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intersects = MathUtils.GetLineIntersection(p1a, p1b, p2a, p2b, out intersection);
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}
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if (intersects)
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{
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SegmentPoint start = visibleSegments[i].Start;
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SegmentPoint end = visibleSegments[i].End;
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SegmentPoint mid = new SegmentPoint(intersection, null);
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if (visibleSegments[i].ConvexHull?.ParentEntity?.Submarine != null)
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{
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mid.Pos -= visibleSegments[i].ConvexHull.ParentEntity.Submarine.DrawPosition;
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}
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if (Vector2.DistanceSquared(start.WorldPos, mid.WorldPos) < 25.0f ||
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Vector2.DistanceSquared(end.WorldPos, mid.WorldPos) < 25.0f)
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{
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continue;
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}
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Segment seg1 = new Segment(start, mid, visibleSegments[i].ConvexHull)
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{
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IsHorizontal = visibleSegments[i].IsHorizontal,
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};
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Segment seg2 = new Segment(mid, end, visibleSegments[i].ConvexHull)
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{
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IsHorizontal = visibleSegments[i].IsHorizontal
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};
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visibleSegments[i] = seg1;
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visibleSegments.Insert(i + 1, seg2);
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i--;
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break;
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}
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}
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}
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foreach (Segment s in visibleSegments)
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{
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points.Add(s.Start);
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points.Add(s.End);
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if (Math.Abs(s.Start.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.Start.WorldPos.X - drawPos.X);
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if (Math.Abs(s.Start.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.Start.WorldPos.Y - drawPos.Y);
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if (Math.Abs(s.End.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.End.WorldPos.X - drawPos.X);
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if (Math.Abs(s.End.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.End.WorldPos.Y - drawPos.Y);
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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 + bounds, drawPos.Y + bounds), null),
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new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y - bounds), null),
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new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y - bounds), null),
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new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y + bounds), null)
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};
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points.AddRange(boundaryCorners);
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|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
visibleSegments.Add(new Segment(boundaryCorners[i], boundaryCorners[(i + 1) % 4], null));
|
|
}
|
|
|
|
var compareCCW = new CompareSegmentPointCW(drawPos);
|
|
try
|
|
{
|
|
points.Sort(compareCCW);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
StringBuilder sb = new StringBuilder("Constructing light volumes failed! Light pos: " + drawPos + ", Hull verts:\n");
|
|
foreach (SegmentPoint sp in points)
|
|
{
|
|
sb.AppendLine(sp.Pos.ToString());
|
|
}
|
|
DebugConsole.ThrowError(sb.ToString(), e);
|
|
}
|
|
|
|
List<Vector2> output = new List<Vector2>();
|
|
//List<Pair<int, Vector2>> preOutput = new List<Pair<int, 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) < 6 &&
|
|
Math.Abs(points[i].WorldPos.Y - points[i + 1].WorldPos.Y) < 6)
|
|
{
|
|
points.RemoveAt(i + 1);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
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
|
|
Pair<int,Vector2> intersection1 = RayCast(drawPos, drawPos + dir * bounds * 2 - dirNormal, visibleSegments);
|
|
Pair<int,Vector2> intersection2 = RayCast(drawPos, drawPos + dir * bounds * 2 + dirNormal, visibleSegments);
|
|
|
|
if (intersection1.First < 0) return new List<Vector2>();
|
|
if (intersection2.First < 0) return new List<Vector2>();
|
|
Segment seg1 = visibleSegments[intersection1.First];
|
|
Segment seg2 = visibleSegments[intersection2.First];
|
|
|
|
bool isPoint1 = MathUtils.LineToPointDistance(seg1.Start.WorldPos, seg1.End.WorldPos, p.WorldPos) < 5.0f;
|
|
bool isPoint2 = MathUtils.LineToPointDistance(seg2.Start.WorldPos, seg2.End.WorldPos, p.WorldPos) < 5.0f;
|
|
|
|
if (isPoint1 && isPoint2)
|
|
{
|
|
//hit at the current segmentpoint -> place the segmentpoint into the list
|
|
output.Add(p.WorldPos);
|
|
|
|
foreach (ConvexHullList hullList in hullsInRange)
|
|
{
|
|
hullList.IsHidden.Remove(p.ConvexHull);
|
|
hullList.IsHidden.Remove(seg1.ConvexHull);
|
|
hullList.IsHidden.Remove(seg2.ConvexHull);
|
|
}
|
|
}
|
|
else if (intersection1.First != intersection2.First)
|
|
{
|
|
//the raycasts landed on different segments
|
|
//we definitely want to generate new geometry here
|
|
output.Add(isPoint1 ? p.WorldPos : intersection1.Second);
|
|
output.Add(isPoint2 ? p.WorldPos : intersection2.Second);
|
|
|
|
foreach (ConvexHullList hullList in hullsInRange)
|
|
{
|
|
hullList.IsHidden.Remove(p.ConvexHull);
|
|
hullList.IsHidden.Remove(seg1.ConvexHull);
|
|
hullList.IsHidden.Remove(seg2.ConvexHull);
|
|
}
|
|
}
|
|
//if neither of the conditions above are met, we just assume
|
|
//that the raycasts both resulted on the same segment
|
|
//and creating geometry here would be wasteful
|
|
}
|
|
|
|
//remove points that are very close to each other
|
|
for (int i = 0; i < output.Count - 1; i++)
|
|
{
|
|
if (Math.Abs(output[i].X - output[i + 1].X) < 6 &&
|
|
Math.Abs(output[i].Y - output[i + 1].Y) < 6)
|
|
{
|
|
output.RemoveAt(i + 1);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
private Pair<int, Vector2> RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
|
|
{
|
|
float closestDist = float.PositiveInfinity;
|
|
Vector2? closestIntersection = null;
|
|
int segment = -1;
|
|
|
|
float minX = Math.Min(rayStart.X, rayEnd.X);
|
|
float maxX = Math.Max(rayStart.X, rayEnd.X);
|
|
float minY = Math.Min(rayStart.Y, rayEnd.Y);
|
|
float maxY = Math.Max(rayStart.Y, rayEnd.Y);
|
|
|
|
for (int i = 0; i < segments.Count; i++)
|
|
{
|
|
Segment s = segments[i];
|
|
|
|
//segment's end position always has a higher or equal y coordinate than the start position
|
|
//so we can do this comparison and skip segments that are at the wrong side of the ray
|
|
if (s.End.WorldPos.Y < s.Start.WorldPos.Y)
|
|
{
|
|
System.Diagnostics.Debug.Assert(s.End.WorldPos.Y >= s.Start.WorldPos.Y,
|
|
"LightSource raycast failed. Segment's end positions should never be below the start position. Parent entity: " + (s.ConvexHull?.ParentEntity == null ? "null" : s.ConvexHull.ParentEntity.ToString()));
|
|
}
|
|
if (s.Start.WorldPos.Y > maxY || s.End.WorldPos.Y < minY) { continue; }
|
|
//same for the x-axis
|
|
if (s.Start.WorldPos.X > s.End.WorldPos.X)
|
|
{
|
|
if (s.Start.WorldPos.X < minX) continue;
|
|
if (s.End.WorldPos.X > maxX) continue;
|
|
}
|
|
else
|
|
{
|
|
if (s.End.WorldPos.X < minX) continue;
|
|
if (s.Start.WorldPos.X > maxX) continue;
|
|
}
|
|
|
|
if (s.IsAxisAligned ?
|
|
MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, s.IsHorizontal, out Vector2 intersection) :
|
|
MathUtils.GetLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, out intersection))
|
|
{
|
|
float dist = Vector2.DistanceSquared(intersection, rayStart);
|
|
if (dist < closestDist)
|
|
{
|
|
closestDist = dist;
|
|
closestIntersection = intersection;
|
|
segment = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
Pair<int, Vector2> retVal = new Pair<int, Vector2>(segment, closestIntersection == null ? rayEnd : (Vector2)closestIntersection);
|
|
return retVal;
|
|
}
|
|
|
|
private void CalculateLightVertices(List<Vector2> rayCastHits)
|
|
{
|
|
List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
|
|
|
|
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);
|
|
|
|
Vector2 origin = OverrideLightTexture.Origin;
|
|
if (LightSpriteEffect == SpriteEffects.FlipHorizontally) origin.X = OverrideLightTexture.SourceRect.Width - origin.X;
|
|
if (LightSpriteEffect == SpriteEffects.FlipVertically) origin.Y = (OverrideLightTexture.SourceRect.Height - origin.Y);
|
|
uvOffset = (origin / overrideTextureDims) - new Vector2(0.5f, 0.5f);
|
|
}
|
|
|
|
// Add a vertex for the center of the mesh
|
|
vertices.Add(new VertexPositionColorTexture(new Vector3(position.X, position.Y, 0),
|
|
Color.White, new Vector2(0.5f, 0.5f) + uvOffset));
|
|
|
|
//hacky fix to exc excessively large light volumes (they used to be up to 4x the range of the light if there was nothing to block the rays).
|
|
//might want to tweak the raycast logic in a way that this isn't necessary
|
|
float boundRadius = Range * 1.1f / (1.0f - Math.Max(Math.Abs(uvOffset.X), Math.Abs(uvOffset.Y)));
|
|
Rectangle boundArea = new Rectangle((int)(drawPos.X - boundRadius), (int)(drawPos.Y + boundRadius), (int)(boundRadius * 2), (int)(boundRadius * 2));
|
|
for (int i = 0; i < rayCastHits.Count; i++)
|
|
{
|
|
if (MathUtils.GetLineRectangleIntersection(drawPos, rayCastHits[i], boundArea, out Vector2 intersection))
|
|
{
|
|
rayCastHits[i] = intersection;
|
|
}
|
|
}
|
|
|
|
// Add all the other encounter points as vertices
|
|
// storing their world position as UV coordinates
|
|
for (int i = 0; i < rayCastHits.Count; i++)
|
|
{
|
|
Vector2 vertex = rayCastHits[i];
|
|
|
|
//we'll use the previous and next vertices to calculate the normals
|
|
//of the two segments this vertex belongs to
|
|
//so we can add new vertices based on these normals
|
|
Vector2 prevVertex = rayCastHits[i > 0 ? i - 1 : rayCastHits.Count - 1];
|
|
Vector2 nextVertex = rayCastHits[i < rayCastHits.Count - 1 ? i + 1 : 0];
|
|
|
|
Vector2 rawDiff = vertex - drawPos;
|
|
|
|
//calculate normal of first segment
|
|
Vector2 nDiff1 = vertex - nextVertex;
|
|
float tx = nDiff1.X; nDiff1.X = -nDiff1.Y; nDiff1.Y = tx;
|
|
nDiff1 /= Math.Max(Math.Abs(nDiff1.X), Math.Abs(nDiff1.Y));
|
|
//if the normal is pointing towards the light origin
|
|
//rather than away from it, invert it
|
|
if (Vector2.DistanceSquared(nDiff1, rawDiff) > Vector2.DistanceSquared(-nDiff1, rawDiff)) nDiff1 = -nDiff1;
|
|
|
|
//calculate normal of second segment
|
|
Vector2 nDiff2 = prevVertex - vertex;
|
|
tx = nDiff2.X; nDiff2.X = -nDiff2.Y; nDiff2.Y = tx;
|
|
nDiff2 /= Math.Max(Math.Abs(nDiff2.X),Math.Abs(nDiff2.Y));
|
|
//if the normal is pointing towards the light origin
|
|
//rather than away from it, invert it
|
|
if (Vector2.DistanceSquared(nDiff2, rawDiff) > Vector2.DistanceSquared(-nDiff2, rawDiff)) nDiff2 = -nDiff2;
|
|
|
|
//add the normals together and use some magic numbers to create
|
|
//a somewhat useful/good-looking blur
|
|
Vector2 nDiff = nDiff1 + nDiff2;
|
|
nDiff /= Math.Max(Math.Abs(nDiff.X), Math.Abs(nDiff.Y));
|
|
nDiff *= 50.0f;
|
|
|
|
Vector2 diff = rawDiff;
|
|
diff /= Range * 2.0f;
|
|
if (OverrideLightTexture != null)
|
|
{
|
|
//calculate texture coordinates based on the light's rotation
|
|
Vector2 originDiff = diff;
|
|
|
|
diff.X = originDiff.X * cosAngle - originDiff.Y * sinAngle;
|
|
diff.Y = originDiff.X * sinAngle + originDiff.Y * cosAngle;
|
|
diff *= (overrideTextureDims / OverrideLightTexture.size);// / (1.0f - Math.Max(Math.Abs(uvOffset.X), Math.Abs(uvOffset.Y)));
|
|
diff += uvOffset;
|
|
}
|
|
|
|
//finally, create the vertices
|
|
VertexPositionColorTexture fullVert = new VertexPositionColorTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
|
|
Color.White, new Vector2(0.5f, 0.5f) + diff);
|
|
VertexPositionColorTexture fadeVert = new VertexPositionColorTexture(new Vector3(position.X + rawDiff.X + nDiff.X, position.Y + rawDiff.Y + nDiff.Y, 0),
|
|
Color.White * 0.0f, new Vector2(0.5f, 0.5f) + diff);
|
|
|
|
vertices.Add(fullVert);
|
|
vertices.Add(fadeVert);
|
|
}
|
|
|
|
// Compute the indices to form triangles
|
|
List<short> indices = new List<short>();
|
|
for (int i = 0; i < rayCastHits.Count-1; i++)
|
|
{
|
|
//main light body
|
|
indices.Add(0);
|
|
indices.Add((short)((i*2 + 3) % vertices.Count));
|
|
indices.Add((short)((i*2 + 1) % vertices.Count));
|
|
|
|
//faded light
|
|
indices.Add((short)((i*2 + 1) % vertices.Count));
|
|
indices.Add((short)((i*2 + 3) % vertices.Count));
|
|
indices.Add((short)((i*2 + 4) % vertices.Count));
|
|
|
|
indices.Add((short)((i*2 + 2) % vertices.Count));
|
|
indices.Add((short)((i*2 + 1) % vertices.Count));
|
|
indices.Add((short)((i*2 + 4) % vertices.Count));
|
|
}
|
|
|
|
//main light body
|
|
indices.Add(0);
|
|
indices.Add((short)(1));
|
|
indices.Add((short)(vertices.Count - 2));
|
|
|
|
//faded light
|
|
indices.Add((short)(1));
|
|
indices.Add((short)(vertices.Count-1));
|
|
indices.Add((short)(vertices.Count-2));
|
|
|
|
indices.Add((short)(1));
|
|
indices.Add((short)(2));
|
|
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.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
|
|
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
|
|
}
|
|
else if (vertexCount > lightVolumeBuffer.VertexCount || indexCount > lightVolumeIndexBuffer.IndexCount)
|
|
{
|
|
lightVolumeBuffer.Dispose();
|
|
lightVolumeIndexBuffer.Dispose();
|
|
|
|
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
|
|
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
|
|
}
|
|
|
|
lightVolumeBuffer.SetData<VertexPositionColorTexture>(vertices.ToArray());
|
|
lightVolumeIndexBuffer.SetData<short>(indices.ToArray());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws the optional "light sprite", just a simple sprite with no shadows
|
|
/// </summary>
|
|
/// <param name="spriteBatch"></param>
|
|
public void DrawSprite(SpriteBatch spriteBatch, Camera cam)
|
|
{
|
|
if (DeformableLightSprite != null)
|
|
{
|
|
Vector2 origin = DeformableLightSprite.Origin;
|
|
Vector2 drawPos = position;
|
|
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
|
|
|
DeformableLightSprite.Draw(
|
|
cam, new Vector3(drawPos, 0.0f),
|
|
origin, -Rotation, SpriteScale,
|
|
new Color(Color, lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f),
|
|
LightSpriteEffect == SpriteEffects.FlipHorizontally);
|
|
}
|
|
|
|
if (LightSprite != null)
|
|
{
|
|
Vector2 origin = LightSprite.Origin;
|
|
if (LightSpriteEffect == SpriteEffects.FlipHorizontally) origin.X = LightSprite.SourceRect.Width - origin.X;
|
|
if (LightSpriteEffect == SpriteEffects.FlipVertically) origin.Y = LightSprite.SourceRect.Height - origin.Y;
|
|
|
|
Vector2 drawPos = position;
|
|
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
|
drawPos.Y = -drawPos.Y;
|
|
|
|
LightSprite.Draw(
|
|
spriteBatch, drawPos,
|
|
new Color(Color, lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f),
|
|
origin, -Rotation, SpriteScale, LightSpriteEffect);
|
|
}
|
|
|
|
if (GameMain.DebugDraw)
|
|
{
|
|
//visualize light recalculations
|
|
float timeSinceRecalculation = (float)Timing.TotalTime - lastRecalculationTime;
|
|
if (timeSinceRecalculation < 0.1f)
|
|
{
|
|
Vector2 drawPos = position;
|
|
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
|
drawPos.Y = -drawPos.Y;
|
|
GUI.DrawRectangle(spriteBatch, drawPos - Vector2.One * 10, Vector2.One * 20, Color.Red * (1.0f - timeSinceRecalculation * 10.0f), isFilled: true);
|
|
GUI.DrawLine(spriteBatch, drawPos - Vector2.One * Range, drawPos + Vector2.One * Range, Color);
|
|
GUI.DrawLine(spriteBatch, drawPos - new Vector2(1.0f, -1.0f) * Range, drawPos + new Vector2(1.0f, -1.0f) * Range, Color);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public void DrawLightVolume(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
|
|
{
|
|
if (CastShadows)
|
|
{
|
|
CheckHullsInRange();
|
|
}
|
|
|
|
//if the light doesn't cast shadows, we can simply render the texture without having to calculate the light volume
|
|
if (!CastShadows)
|
|
{
|
|
Texture2D currentTexture = texture ?? LightTexture;
|
|
if (OverrideLightTexture != null) { currentTexture = OverrideLightTexture.Texture; }
|
|
|
|
Vector2 center = OverrideLightTexture == null ?
|
|
new Vector2(currentTexture.Width / 2, currentTexture.Height / 2) :
|
|
OverrideLightTexture.Origin;
|
|
float scale = Range / (currentTexture.Width / 2.0f);
|
|
|
|
Vector2 drawPos = position;
|
|
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
|
drawPos.Y = -drawPos.Y;
|
|
|
|
spriteBatch.Draw(currentTexture, drawPos, null, Color, -rotation, center, scale, SpriteEffects.None, 1);
|
|
return;
|
|
}
|
|
|
|
Vector3 offset = ParentSub == null ?
|
|
Vector3.Zero : new Vector3(ParentSub.DrawPosition.X, ParentSub.DrawPosition.Y, 0.0f);
|
|
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
|
|
|
|
if (NeedsRecalculation)
|
|
{
|
|
var verts = FindRaycastHits();
|
|
CalculateLightVertices(verts);
|
|
|
|
lastRecalculationTime = (float)Timing.TotalTime;
|
|
NeedsRecalculation = false;
|
|
}
|
|
|
|
if (vertexCount == 0) return;
|
|
|
|
lightEffect.DiffuseColor = (new Vector3(Color.R, Color.G, Color.B) * (Color.A / 255.0f)) / 255.0f;
|
|
if (OverrideLightTexture != null)
|
|
{
|
|
lightEffect.Texture = OverrideLightTexture.Texture;
|
|
}
|
|
else
|
|
{
|
|
lightEffect.Texture = texture ?? LightTexture;
|
|
}
|
|
lightEffect.CurrentTechnique.Passes[0].Apply();
|
|
|
|
GameMain.Instance.GraphicsDevice.SetVertexBuffer(lightVolumeBuffer);
|
|
GameMain.Instance.GraphicsDevice.Indices = lightVolumeIndexBuffer;
|
|
|
|
GameMain.Instance.GraphicsDevice.DrawIndexedPrimitives
|
|
(
|
|
PrimitiveType.TriangleList, 0, 0, indexCount / 3
|
|
);
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
hullsInRange.Clear();
|
|
diffToSub.Clear();
|
|
NeedsHullCheck = true;
|
|
NeedsRecalculation = true;
|
|
|
|
vertexCount = 0;
|
|
if (lightVolumeBuffer != null)
|
|
{
|
|
lightVolumeBuffer.Dispose();
|
|
lightVolumeBuffer = null;
|
|
}
|
|
|
|
indexCount = 0;
|
|
if (lightVolumeIndexBuffer != null)
|
|
{
|
|
lightVolumeIndexBuffer.Dispose();
|
|
lightVolumeIndexBuffer = null;
|
|
}
|
|
}
|
|
|
|
public void Remove()
|
|
{
|
|
if (!lightSourceParams.Persistent)
|
|
{
|
|
LightSprite?.Remove();
|
|
OverrideLightTexture?.Remove();
|
|
}
|
|
|
|
DeformableLightSprite?.Remove();
|
|
DeformableLightSprite = null;
|
|
|
|
lightVolumeBuffer?.Dispose();
|
|
lightVolumeBuffer = null;
|
|
|
|
lightVolumeIndexBuffer?.Dispose();
|
|
lightVolumeIndexBuffer = null;
|
|
|
|
GameMain.LightManager.RemoveLight(this);
|
|
}
|
|
}
|
|
}
|