Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Map/Lights/LightSource.cs

798 lines
32 KiB
C#

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<ConvexHullList> hullsInRange;
private Color color;
private float range;
public Sprite overrideLightTexture;
public Texture2D texture;
//Additional sprite drawn on top of the lightsource. Ignores shadows.
//Can be used to make lamp sprites glow for example.
public Sprite LightSprite;
//Override the alpha value of the light sprite (if not set, the alpha of the light color is used)
//Can be used to make lamp sprites glow at full brightness even if the light itself is dim.
public float? OverrideLightSpriteAlpha;
public SpriteEffects LightSpriteEffect;
public Submarine ParentSub;
public bool CastShadows;
//what was the range of the light when lightvolumes were last calculated
private float prevCalculatedRange;
private Vector2 prevCalculatedPosition;
//do we need to recheck which convex hulls are within range
//(e.g. position or range of the lightsource has changed)
public bool NeedsHullCheck = true;
//do we need to recalculate the vertices of the light volume
private bool needsRecalculation;
public bool NeedsRecalculation
{
get { return needsRecalculation; }
set
{
if (!needsRecalculation && value)
{
foreach (ConvexHullList chList in hullsInRange)
{
chList.IsHidden.Clear();
}
}
needsRecalculation = value;
}
}
//when were the vertices of the light volume last calculated
private float lastRecalculationTime;
private Dictionary<Submarine, Vector2> diffToSub;
private DynamicVertexBuffer lightVolumeBuffer;
private DynamicIndexBuffer lightVolumeIndexBuffer;
private int vertexCount;
private int indexCount;
private Vector2 position;
public Vector2 Position
{
get { return position; }
set
{
if (position == value) return;
position = value;
if (Vector2.DistanceSquared(prevCalculatedPosition, position) < 5.0f * 5.0f) return;
NeedsHullCheck = true;
NeedsRecalculation = true;
prevCalculatedPosition = position;
}
}
private float rotation;
public float Rotation
{
get { return rotation; }
set
{
if (rotation == value) return;
rotation = value;
NeedsHullCheck = true;
NeedsRecalculation = true;
}
}
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(prevCalculatedRange - range) < 10.0f) return;
NeedsHullCheck = true;
NeedsRecalculation = true;
prevCalculatedRange = range;
}
}
public bool Enabled = true;
public LightSource (XElement element)
: this(Vector2.Zero, 100.0f, Color.White, null)
{
range = element.GetAttributeFloat("range", 100.0f);
color = new Color(element.GetAttributeVector4("color", Vector4.One));
CastShadows = element.GetAttributeBool("castshadows", true);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
LightSprite = new Sprite(subElement);
float spriteAlpha = subElement.GetAttributeFloat("alpha", -1.0f);
if (spriteAlpha >= 0.0f)
{
OverrideLightSpriteAlpha = spriteAlpha;
}
break;
case "lighttexture":
overrideLightTexture = new Sprite(subElement);
break;
}
}
}
public LightSource(Vector2 position, float range, Color color, Submarine submarine, bool addLight=true)
{
hullsInRange = new List<ConvexHullList>();
this.ParentSub = submarine;
this.position = position;
this.range = range;
this.color = color;
CastShadows = true;
texture = LightTexture;
diffToSub = new Dictionary<Submarine, Vector2>();
if (addLight) GameMain.LightManager.AddLight(this);
}
/// <summary>
/// Update the contents of ConvexHullList and check if we need to recalculate vertices
/// </summary>
private void RefreshConvexHullList(ConvexHullList chList, Vector2 lightPos, Submarine sub)
{
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
if (fullChList == null) return;
chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
NeedsHullCheck = true;
}
/// <summary>
/// Recheck which convex hulls are in range (if needed),
/// and check if we need to recalculate vertices due to changes in the convex hulls
/// </summary>
private void CheckHullsInRange()
{
List<Submarine> subs = new List<Submarine>(Submarine.Loaded);
subs.Add(null);
foreach (Submarine sub in subs)
{
//find the list of convexhulls that belong to the sub
var chList = hullsInRange.Find(x => x.Submarine == sub);
//not found -> create one
if (chList == null)
{
chList = new ConvexHullList(sub);
hullsInRange.Add(chList);
NeedsRecalculation = true;
}
if (chList.List.Any(ch => ch.LastVertexChangeTime > lastRecalculationTime && !chList.IsHidden.Contains(ch)))
{
NeedsRecalculation = true;
}
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhulls are both outside
if (sub == null)
{
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, null);
}
}
//light is outside, convexhulls 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))
{
if (chList.List.Count > 0) NeedsRecalculation = true;
chList.List.Clear();
continue;
}
RefreshConvexHullList(chList, lightPos, sub);
}
}
else
{
//light is inside, convexhull outside
if (sub == null) continue;
//light and convexhull are both inside the same sub
if (sub == ParentSub)
{
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, sub);
}
}
//light and convexhull are inside different subs
else
{
if (sub.DockedTo.Contains(ParentSub) && !NeedsHullCheck) continue;
lightPos -= (sub.Position - ParentSub.Position);
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//don't draw any shadows if the light doesn't overlap with the borders of the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
{
if (chList.List.Count > 0) NeedsRecalculation = true;
chList.List.Clear();
continue;
}
//recalculate vertices if the subs have moved > 5 px relative to each other
Vector2 diff = ParentSub.WorldPosition - sub.WorldPosition;
Vector2 prevDiff;
if (!diffToSub.TryGetValue(sub, out prevDiff))
{
diffToSub.Add(sub, diff);
NeedsRecalculation = true;
}
else if (Vector2.DistanceSquared(diff, prevDiff) > 5.0f*5.0f)
{
diffToSub[sub] = diff;
NeedsRecalculation = true;
}
RefreshConvexHullList(chList, lightPos, sub);
}
}
}
}
private List<Vector2> 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 = new List<ConvexHull>();// ConvexHull.GetHullsInRange(position, range, ParentSub);
foreach (ConvexHullList chList in hullsInRange)
{
//hulls.AddRange(chList.List);
foreach (ConvexHull hull in chList.List)
{
if (!chList.IsHidden.Contains(hull)) hulls.Add(hull);
//hulls.Add(hull);
}
foreach (ConvexHull hull in chList.List)
{
chList.IsHidden.Add(hull);
}
}
float bounds = range * 2;
//find convexhull segments that are close enough and facing towards the light source
List<Segment> visibleSegments = new List<Segment>();
List<SegmentPoint> points = new List<SegmentPoint>();
foreach (ConvexHull hull in hulls)
{
hull.RefreshWorldPositions();
var visibleHullSegments = hull.GetVisibleSegments(drawPos);
visibleSegments.AddRange(visibleHullSegments);
}
//Generate new points at the intersections between segments
//This is necessary for the light volume to generate properly on some subs
for (int i = 0; i < visibleSegments.Count; i++)
{
Vector2 p1a = visibleSegments[i].Start.WorldPos;
Vector2 p1b = visibleSegments[i].End.WorldPos;
for (int j = 0; j < visibleSegments.Count; j++)
{
if (j == i) continue;
Vector2 p2a = visibleSegments[j].Start.WorldPos;
Vector2 p2b = visibleSegments[j].End.WorldPos;
if (Vector2.DistanceSquared(p1a, p2a) < 25.0f ||
Vector2.DistanceSquared(p1a, p2b) < 25.0f ||
Vector2.DistanceSquared(p1b, p2a) < 25.0f ||
Vector2.DistanceSquared(p1b, p2b) < 25.0f)
{
continue;
}
Vector2? intersection = MathUtils.GetLineIntersection(p1a, p1b, p2a, p2b);
if (intersection != null)
{
Vector2 intersectionVal = intersection.Value;
SegmentPoint start = visibleSegments[i].Start;
SegmentPoint end = visibleSegments[i].End;
SegmentPoint mid = new SegmentPoint(intersectionVal, null);
if (Vector2.DistanceSquared(start.WorldPos, mid.WorldPos) < 25.0f ||
Vector2.DistanceSquared(end.WorldPos, mid.WorldPos) < 25.0f)
{
continue;
}
Segment seg1 = new Segment(start, mid, visibleSegments[i].ConvexHull); seg1.IsHorizontal = visibleSegments[i].IsHorizontal;
Segment seg2 = new Segment(mid, end, visibleSegments[i].ConvexHull); seg2.IsHorizontal = visibleSegments[i].IsHorizontal;
visibleSegments[i] = seg1;
visibleSegments.Insert(i+1,seg2);
i--;
break;
}
}
}
foreach (Segment s in visibleSegments)
{
points.Add(s.Start);
points.Add(s.End);
if (Math.Abs(s.Start.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.Start.WorldPos.X - drawPos.X);
if (Math.Abs(s.Start.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.Start.WorldPos.Y - drawPos.Y);
if (Math.Abs(s.End.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.End.WorldPos.X - drawPos.X);
if (Math.Abs(s.End.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.End.WorldPos.Y - drawPos.Y);
}
//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<SegmentPoint> {
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y + bounds), null),
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y - bounds), null),
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y - bounds), null),
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y + bounds), null)
};
points.AddRange(boundaryCorners);
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 = 0.0f;
Vector2? closestIntersection = null;
int segment = -1;
for (int i=0;i<segments.Count;i++)
{
Segment s = segments[i];
Vector2? intersection = MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, s.IsHorizontal);
if (intersection != null)
{
float dist = Vector2.DistanceSquared((Vector2)intersection, rayStart);
if (closestIntersection == null || dist < closestDist)
{
closestDist = dist;
closestIntersection = intersection;
segment = i;
}
}
}
Pair<int,Vector2> retVal = new Pair<int,Vector2>();
retVal.Second = closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
retVal.First = segment;
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);
uvOffset = (overrideLightTexture.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));
// 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;
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) * 2.0f;
diff += uvOffset;
}
//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;
//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());
}
public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
{
if (CastShadows)
{
CheckHullsInRange();
}
Vector3 offset = ParentSub == null ? Vector3.Zero :
new Vector3(ParentSub.DrawPosition.X, ParentSub.DrawPosition.Y, 0.0f);
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
Vector2 drawPos = position;
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
drawPos.Y = -drawPos.Y;
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;
LightSprite.Draw(
spriteBatch, drawPos,
new Color(Color, OverrideLightSpriteAlpha ?? Color.A / 255.0f),
origin, -Rotation, 1, LightSpriteEffect);
}
//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 = new Vector2(currentTexture.Width / 2, currentTexture.Height / 2);
float scale = range / (currentTexture.Width / 2.0f);
spriteBatch.Draw(currentTexture, drawPos, null, color * (color.A / 255.0f), 0, center, scale, SpriteEffects.None, 1);
return;
}
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 (LightSprite != null) LightSprite.Remove();
if (lightVolumeBuffer != null)
{
lightVolumeBuffer.Dispose();
lightVolumeBuffer = null;
}
if (lightVolumeIndexBuffer != null)
{
lightVolumeIndexBuffer.Dispose();
lightVolumeIndexBuffer = null;
}
GameMain.LightManager.RemoveLight(this);
}
}
}