Files
LuaCsForBarotraumaEP/Subsurface/Map/Lights/ConvexHull.cs

252 lines
9.7 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using System.Linq;
namespace Subsurface.Lights
{
class ConvexHull
{
public static List<ConvexHull> list = new List<ConvexHull>();
static BasicEffect fowEffect;
static BasicEffect shadowEffect;
private VertexPositionColor[] vertices;
private short[] indices;
int primitiveCount;
bool[] backFacing;
VertexPositionColor[] shadowVertices;
public bool Enabled
{
get;
set;
}
public ConvexHull(Vector2[] points, Color color)
{
int vertexCount = points.Length;
vertices = new VertexPositionColor[vertexCount + 1];
Vector2 center = Vector2.Zero;
for (int i = 0; i < vertexCount; i++)
{
vertices[i] = new VertexPositionColor(new Vector3(points[i], 0), color);
center += points[i];
}
center /= points.Length;
vertices[vertexCount] = new VertexPositionColor(new Vector3(center, 0), color);
primitiveCount = points.Length;
indices = new short[primitiveCount * 3];
for (int i = 0; i < primitiveCount; i++)
{
indices[3 * i] = (short)i;
indices[3 * i + 1] = (short)((i + 1) % vertexCount);
indices[3 * i + 2] = (short)vertexCount;
}
backFacing = new bool[vertexCount];
Enabled = true;
list.Add(this);
}
public void Move(Vector2 amount)
{
for (int i = 0; i < vertices.Count(); i++)
{
vertices[i].Position = new Vector3(vertices[i].Position.X + amount.X, vertices[i].Position.Y + amount.Y, vertices[i].Position.Z);
}
}
public void SetVertices(Vector2[] points)
{
int vertexCount = points.Length;
vertices = new VertexPositionColor[vertexCount + 1];
for (int i = 0; i < vertexCount; i++)
{
vertices[i] = new VertexPositionColor(new Vector3(points[i], 0), Color.Black);
}
}
//public void Draw(GameTime gameTime)
//{
// device.RasterizerState = RasterizerState.CullNone;
// device.BlendState = BlendState.Opaque;
// drawingEffect.World = Matrix.CreateTranslation(position.X, position.Y, 0);
// foreach (EffectPass pass in drawingEffect.CurrentTechnique.Passes)
// {
// pass.Apply();
// device.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, primitiveCount);
// }
//}
public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Vector2 lightSourcePos, bool fow = true)
{
if (!Enabled) return;
if (fowEffect == null)
{
fowEffect = new BasicEffect(graphicsDevice);
fowEffect.VertexColorEnabled = true;
}
if (shadowEffect==null)
{
shadowEffect = new BasicEffect(graphicsDevice);
shadowEffect.TextureEnabled = true;
//shadowEffect.VertexColorEnabled = true;
shadowEffect.LightingEnabled = false;
shadowEffect.Texture = Game1.TextureLoader.FromFile("Content/lights/penumbra.png");
}
//compute facing of each edge, using N*L
for (int i = 0; i < primitiveCount; i++)
{
Vector2 firstVertex = new Vector2(vertices[i].Position.X, vertices[i].Position.Y);
int secondIndex = (i + 1) % primitiveCount;
Vector2 secondVertex = new Vector2(vertices[secondIndex].Position.X, vertices[secondIndex].Position.Y);
Vector2 middle = (firstVertex + secondVertex) / 2;
Vector2 L = lightSourcePos - middle;
Vector2 N = new Vector2();
N.X = -(secondVertex.Y - firstVertex.Y);
N.Y = secondVertex.X - firstVertex.X;
backFacing[i] = (Vector2.Dot(N, L) < 0);
}
//find beginning and ending vertices which
//belong to the shadow
int startingIndex = 0;
int endingIndex = 0;
for (int i = 0; i < primitiveCount; i++)
{
int currentEdge = i;
int nextEdge = (i + 1) % primitiveCount;
if (backFacing[currentEdge] && !backFacing[nextEdge])
endingIndex = nextEdge;
if (!backFacing[currentEdge] && backFacing[nextEdge])
startingIndex = nextEdge;
}
VertexPositionTexture[] penumbraVertices = new VertexPositionTexture[6];
if (fow)
{
for (int n = 0; n < 4; n+=3)
{
Vector3 penumbraStart = (n == 0) ? vertices[startingIndex].Position : vertices[endingIndex].Position;
penumbraVertices[n] = new VertexPositionTexture();
penumbraVertices[n].Position = penumbraStart;
penumbraVertices[n].TextureCoordinate = new Vector2(0.0f, 1.0f);
//penumbraVertices[0].te = fow ? Color.Black : Color.Transparent;
for (int i = 0; i < 2; i++ )
{
penumbraVertices[n + i + 1] = new VertexPositionTexture();
Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
vertexDir.Normalize();
Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f)*0.05f;
if (n > 0) normal = -normal;
vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
vertexDir.Normalize();
penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000;
if (i==0)
{
//penumbraVertices[n].Position -= normal*2.0f;
}
if (fow)
{
penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
}
else
{
penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f):Vector2.Zero;
}
//penumbraVertices[i+1].Color = Color.Black;
}
if (n>0)
{
var temp = penumbraVertices[4];
penumbraVertices[4] = penumbraVertices[5];
penumbraVertices[5] = temp;
}
}
}
int shadowVertexCount;
//nr of vertices that are in the shadow
if (endingIndex > startingIndex)
shadowVertexCount = endingIndex - startingIndex + 1;
else
shadowVertexCount = primitiveCount + 1 - startingIndex + endingIndex;
shadowVertices = new VertexPositionColor[shadowVertexCount * 2];
//create a triangle strip that has the shape of the shadow
int currentIndex = startingIndex;
int svCount = 0;
while (svCount != shadowVertexCount * 2)
{
Vector3 vertexPos = vertices[currentIndex].Position;
//one vertex on the hull
shadowVertices[svCount] = new VertexPositionColor();
shadowVertices[svCount].Color = fow ? Color.Black : Color.Transparent;
shadowVertices[svCount].Position = vertexPos;
//one extruded by the light direction
shadowVertices[svCount + 1] = new VertexPositionColor();
shadowVertices[svCount + 1].Color = fow ? Color.Black : Color.Transparent;
Vector3 L2P = vertexPos - new Vector3(lightSourcePos, 0);
L2P.Normalize();
shadowVertices[svCount + 1].Position = new Vector3(lightSourcePos, 0) + L2P * 9000;
svCount += 2;
currentIndex = (currentIndex + 1) % primitiveCount;
}
fowEffect.World = cam.ShaderTransform
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
fowEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertexCount * 2 - 2);
if (fow)
{
shadowEffect.World = cam.ShaderTransform
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
shadowEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, penumbraVertices, 0, 2, VertexPositionTexture.VertexDeclaration);
}
}
public void Remove()
{
list.Remove(this);
}
}
}