613 lines
22 KiB
C#
613 lines
22 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 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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private Color color;
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private float range;
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private Sprite overrideLightTexture;
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private Texture2D texture;
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public Sprite LightSprite;
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public Submarine ParentSub;
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public bool CastShadows;
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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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public bool NeedsRecalculation = true;
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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 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 (position == value) return;
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position = value;
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if (Vector2.Distance(prevCalculatedPosition, position) < 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 (rotation == value) 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 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/light.png");
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}
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return lightTexture;
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}
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}
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public Color Color
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{
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get { return color; }
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set { color = value; }
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}
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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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if (Math.Abs(prevCalculatedRange - range) < 10.0f) return;
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NeedsHullCheck = true;
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NeedsRecalculation = true;
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prevCalculatedRange = range;
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}
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}
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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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range = ToolBox.GetAttributeFloat(element, "range", 100.0f);
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color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
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CastShadows = ToolBox.GetAttributeBool(element, "castshadows", true);
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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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LightSprite = new Sprite(subElement);
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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 LightSource(Vector2 position, float range, Color color, Submarine submarine)
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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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this.range = range;
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this.color = 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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GameMain.LightManager.AddLight(this);
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}
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/*public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
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{
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if (!CastShadows) return;
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if (range < 1.0f || color.A < 0.01f) return;
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foreach (Submarine sub in Submarine.Loaded)
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{
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var hulls = GetHullsInRange(sub);
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if (hulls == null) continue;
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foreach ( ConvexHull ch in hulls)
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{
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ch.DrawShadows(graphics, cam, this, shadowTransform, false);
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}
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}
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var outsideHulls = GetHullsInRange(null);
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NeedsHullUpdate = false;
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if (outsideHulls == null) return;
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foreach (ConvexHull ch in outsideHulls)
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{
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ch.DrawShadows(graphics, cam, this, shadowTransform, false);
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}
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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))
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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) return null;
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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>();// ConvexHull.GetHullsInRange(position, range, ParentSub);
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foreach (ConvexHullList chList in hullsInRange)
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{
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hulls.AddRange(chList.List);
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}
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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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var visibleHullSegments = hull.GetVisibleSegments(drawPos);
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visibleSegments.AddRange(visibleHullSegments);
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foreach (Segment s in visibleHullSegments)
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{
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points.Add(s.Start);
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points.Add(s.End);
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}
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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 + range*2, drawPos.Y + range*2)),
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new SegmentPoint(new Vector2(drawPos.X + range*2, drawPos.Y - range*2)),
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new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y - range*2)),
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new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y + range*2))
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};
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points.AddRange(boundaryCorners);
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var compareCCW = new CompareSegmentPointCW(drawPos);
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try
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{
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points.Sort(compareCCW);
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}
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catch (Exception e)
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{
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StringBuilder sb = new StringBuilder("Constructing light volumes failed! Light pos: "+drawPos+", Hull verts:\n");
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foreach (SegmentPoint sp in points)
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{
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sb.AppendLine(sp.Pos.ToString());
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}
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DebugConsole.ThrowError(sb.ToString(), e);
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}
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List<Vector2> output = new List<Vector2>();
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//remove points that are very close to each other
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for (int i = 0; i < points.Count - 1; i++)
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{
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if (Math.Abs(points[i].WorldPos.X - points[i + 1].WorldPos.X) < 3 &&
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Math.Abs(points[i].WorldPos.Y - points[i + 1].WorldPos.Y) < 3)
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{
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points.RemoveAt(i + 1);
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}
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}
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foreach (SegmentPoint p in points)
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{
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Vector2 dir = Vector2.Normalize(p.WorldPos - drawPos);
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Vector2 dirNormal = new Vector2(-dir.Y, dir.X)*3;
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//do two slightly offset raycasts to hit the segment itself and whatever's behind it
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Vector2 intersection1 = RayCast(drawPos, drawPos + dir * range * 2 - dirNormal, visibleSegments);
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Vector2 intersection2 = RayCast(drawPos, drawPos + dir * range * 2 + dirNormal, visibleSegments);
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//hit almost the same position -> only add one vertex to output
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if ((Math.Abs(intersection1.X - intersection2.X) < 5 &&
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Math.Abs(intersection1.Y - intersection2.Y) < 5))
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{
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output.Add(intersection1);
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}
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else
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{
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output.Add(intersection1);
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output.Add(intersection2);
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}
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}
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return output;
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}
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private Vector2 RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
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{
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float closestDist = 0.0f;
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Vector2? closestIntersection = null;
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foreach (Segment s in segments)
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{
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Vector2? intersection = MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, s.IsHorizontal);
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if (intersection != null)
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{
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float dist = Vector2.Distance((Vector2)intersection, rayStart);
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if (closestIntersection == null || dist < closestDist)
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{
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closestDist = dist;
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closestIntersection = intersection;
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}
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}
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}
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return closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
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}
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private void CalculateLightVertices(List<Vector2> rayCastHits)
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{
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List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
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Vector2 drawPos = position;
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if (ParentSub != null) drawPos += ParentSub.DrawPosition;
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float cosAngle = (float)Math.Cos(Rotation);
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float sinAngle = -(float)Math.Sin(Rotation);
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Vector2 uvOffset = Vector2.Zero;
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Vector2 overrideTextureDims = Vector2.One;
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if (overrideLightTexture != null)
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{
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overrideTextureDims = new Vector2(overrideLightTexture.SourceRect.Width, overrideLightTexture.SourceRect.Height);
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uvOffset = (overrideLightTexture.Origin / overrideTextureDims) - new Vector2(0.5f, 0.5f);
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}
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// Add a vertex for the center of the mesh
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vertices.Add(new VertexPositionTexture(new Vector3(position.X, position.Y, 0),
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new Vector2(0.5f, 0.5f) + uvOffset));
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// Add all the other encounter points as vertices
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// storing their world position as UV coordinates
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foreach (Vector2 vertex in rayCastHits)
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{
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Vector2 rawDiff = vertex - drawPos;
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Vector2 diff = rawDiff;
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diff /= range*2.0f;
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if (overrideLightTexture != null)
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{
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Vector2 originDiff = diff;
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diff.X = originDiff.X * cosAngle - originDiff.Y * sinAngle;
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diff.Y = originDiff.X * sinAngle + originDiff.Y * cosAngle;
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diff *= (overrideTextureDims / overrideLightTexture.size) * 2.0f;
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diff += uvOffset;
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}
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vertices.Add(new VertexPositionTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
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new Vector2(0.5f, 0.5f) + diff));
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}
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// Compute the indices to form triangles
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List<short> indices = new List<short>();
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for (int i = 0; i < rayCastHits.Count - 1; i++)
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{
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indices.Add(0);
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indices.Add((short)((i + 2) % vertices.Count));
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indices.Add((short)((i + 1) % vertices.Count));
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}
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indices.Add(0);
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indices.Add((short)(1));
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indices.Add((short)(vertices.Count - 1));
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vertexCount = vertices.Count;
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indexCount = indices.Count;
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//TODO: a better way to determine the size of the vertex buffer and handle changes in size?
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//now we just create a buffer for 64 verts and make it larger if needed
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if (lightVolumeBuffer == null)
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{
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lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
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lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
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}
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else if (vertexCount > lightVolumeBuffer.VertexCount)
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{
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lightVolumeBuffer.Dispose();
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lightVolumeIndexBuffer.Dispose();
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lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
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lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
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}
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lightVolumeBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
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lightVolumeIndexBuffer.SetData<short>(indices.ToArray());
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}
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public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
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{
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CheckHullsInRange();
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Vector3 offset = ParentSub == null ? Vector3.Zero :
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new Vector3(ParentSub.DrawPosition.X, ParentSub.DrawPosition.Y, 0.0f);
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lightEffect.World = Matrix.CreateTranslation(offset) * transform;
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Vector2 drawPos = position;
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if (ParentSub != null) drawPos += ParentSub.DrawPosition;
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drawPos.Y = -drawPos.Y;
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/*if (range > 1.0f)
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{
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if (overrideLightTexture == null)
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{
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Vector2 center = new Vector2(LightTexture.Width / 2, LightTexture.Height / 2);
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float scale = range / (lightTexture.Width / 2.0f);
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spriteBatch.Draw(lightTexture, drawPos, null, color * (color.A / 255.0f), 0, center, scale, SpriteEffects.None, 1);
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}
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else
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{
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overrideLightTexture.Draw(spriteBatch,
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drawPos, color * (color.A / 255.0f),
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overrideLightTexture.Origin, -Rotation,
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new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height));
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}
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}
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if (LightSprite != null)
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{
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LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1);
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}*/
|
|
|
|
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;// color.ToVector3();
|
|
if (overrideLightTexture != null)
|
|
{
|
|
lightEffect.Texture = overrideLightTexture.Texture;
|
|
}
|
|
else
|
|
{
|
|
lightEffect.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 FlipX()
|
|
{
|
|
if (LightSprite != null)
|
|
{
|
|
Vector2 lightOrigin = LightSprite.Origin;
|
|
lightOrigin.X = LightSprite.SourceRect.Width - lightOrigin.X;
|
|
LightSprite.Origin = lightOrigin;
|
|
}
|
|
|
|
if (overrideLightTexture != null)
|
|
{
|
|
Vector2 lightOrigin = overrideLightTexture.Origin;
|
|
lightOrigin.X = overrideLightTexture.SourceRect.Width - lightOrigin.X;
|
|
overrideLightTexture.Origin = lightOrigin;
|
|
}
|
|
}*/
|
|
|
|
public void Remove()
|
|
{
|
|
if (LightSprite != null) LightSprite.Remove();
|
|
|
|
if (lightVolumeBuffer != null)
|
|
{
|
|
lightVolumeBuffer.Dispose();
|
|
lightVolumeBuffer = null;
|
|
}
|
|
|
|
if (lightVolumeIndexBuffer != null)
|
|
{
|
|
lightVolumeIndexBuffer.Dispose();
|
|
lightVolumeIndexBuffer = null;
|
|
}
|
|
|
|
GameMain.LightManager.RemoveLight(this);
|
|
}
|
|
}
|
|
}
|