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

406 lines
14 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace Barotrauma.Lights
{
class CachedShadow : IDisposable
{
public VertexBuffer ShadowBuffer;
public Vector2 LightPos;
public int ShadowVertexCount, PenumbraVertexCount;
public CachedShadow(VertexPositionColor[] shadowVertices, VertexPositionTexture[] penumbraVertices, Vector2 lightPos, int shadowVertexCount, int penumbraVertexCount)
{
//var ShadowVertices = new VertexPositionColor [shadowVertices.Count()];
//shadowVertices.CopyTo(ShadowVertices, 0);
ShadowBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, 6*2, BufferUsage.None);
ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
ShadowVertexCount = shadowVertexCount;
PenumbraVertexCount = penumbraVertexCount;
LightPos = lightPos;
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
ShadowBuffer.Dispose();
}
}
class ConvexHull
{
public static List<ConvexHull> list = new List<ConvexHull>();
static BasicEffect shadowEffect;
static BasicEffect penumbraEffect;
private Dictionary<LightSource, CachedShadow> cachedShadows;
private Vector2[] vertices;
private int primitiveCount;
private bool[] backFacing;
private VertexPositionColor[] shadowVertices;
private VertexPositionTexture[] penumbraVertices;
int shadowVertexCount;
private Entity parentEntity;
private Rectangle boundingBox;
public bool Enabled
{
get;
set;
}
public Rectangle BoundingBox
{
get { return boundingBox; }
}
public ConvexHull(Vector2[] points, Color color, Entity parent)
{
if (shadowEffect == null)
{
shadowEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
shadowEffect.VertexColorEnabled = true;
}
if (penumbraEffect == null)
{
penumbraEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
penumbraEffect.TextureEnabled = true;
//shadowEffect.VertexColorEnabled = true;
penumbraEffect.LightingEnabled = false;
penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
}
parentEntity = parent;
cachedShadows = new Dictionary<LightSource, CachedShadow>();
shadowVertices = new VertexPositionColor[6 * 2];
penumbraVertices = new VertexPositionTexture[6];
vertices = points;
primitiveCount = vertices.Length;
CalculateDimensions();
backFacing = new bool[primitiveCount];
Enabled = true;
list.Add(this);
}
private void CalculateDimensions()
{
Vector2 center = Vector2.Zero;
float? minX = null, minY = null, maxX = null, maxY = null;
for (int i = 0; i < vertices.Length; i++)
{
center += vertices[i];
if (minX == null || vertices[i].X < minX) minX = vertices[i].X;
if (minY == null || vertices[i].Y < minY) minY = vertices[i].Y;
if (maxX == null || vertices[i].X > maxX) maxX = vertices[i].X;
if (maxY == null || vertices[i].Y > minY) maxY = vertices[i].Y;
}
center /= vertices.Length;
boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
}
public void Move(Vector2 amount)
{
ClearCachedShadows();
for (int i = 0; i < vertices.Count(); i++)
{
vertices[i] += amount;
}
CalculateDimensions();
}
public void SetVertices(Vector2[] points)
{
ClearCachedShadows();
vertices = points;
CalculateDimensions();
}
private void RemoveCachedShadow(Lights.LightSource light)
{
CachedShadow shadow = null;
cachedShadows.TryGetValue(light, out shadow);
if (shadow != null)
{
shadow.Dispose();
cachedShadows.Remove(light);
}
}
private void ClearCachedShadows()
{
foreach (KeyValuePair<LightSource, CachedShadow> cachedShadow in cachedShadows)
{
cachedShadow.Value.Dispose();
}
cachedShadows.Clear();
}
public bool Intersects(Rectangle rect)
{
Rectangle transformedBounds = boundingBox;
if (parentEntity != null && parentEntity.Submarine != null)
{
transformedBounds.X += (int)parentEntity.Submarine.Position.X;
transformedBounds.Y += (int)parentEntity.Submarine.Position.Y;
}
return transformedBounds.Intersects(rect);
}
private void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
{
shadowVertexCount = 0;
//compute facing of each edge, using N*L
for (int i = 0; i < primitiveCount; i++)
{
Vector2 firstVertex = new Vector2(vertices[i].X, vertices[i].Y);
int secondIndex = (i + 1) % primitiveCount;
Vector2 secondVertex = new Vector2(vertices[secondIndex].X, vertices[secondIndex].Y);
Vector2 middle = (firstVertex + secondVertex) / 2;
Vector2 L = lightSourcePos - middle;
Vector2 N = new Vector2(
-(secondVertex.Y - firstVertex.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;
}
//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 = new Vector3(vertices[currentIndex], 0.0f);
//one vertex on the hull
shadowVertices[svCount] = new VertexPositionColor();
shadowVertices[svCount].Color = los ? Color.Black : Color.Transparent;
shadowVertices[svCount].Position = vertexPos;
//one extruded by the light direction
shadowVertices[svCount + 1] = new VertexPositionColor();
shadowVertices[svCount + 1].Color = los ? 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;
}
if (los)
{
CalculatePenumbraVertices(startingIndex, endingIndex, lightSourcePos, los);
}
}
private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los)
{
for (int n = 0; n < 4; n += 3)
{
Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
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 (los)
{
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;
}
}
if (n > 0)
{
var temp = penumbraVertices[4];
penumbraVertices[4] = penumbraVertices[5];
penumbraVertices[5] = temp;
}
}
}
public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, LightSource light, Matrix transform, bool los = true)
{
if (!Enabled) return;
CachedShadow cachedShadow = null;
if (cachedShadows.TryGetValue(light, out cachedShadow) &&
(light.Position == cachedShadow.LightPos || Vector2.DistanceSquared(light.Position, cachedShadow.LightPos) < 1.0f))
{
}
else
{
//if (light.Submarine!=null && parentEntity != null && parentEntity.Submarine == light.Submarine)
//{
// lightPos = light.Position;
//}
CalculateShadowVertices(light.Position, los);
if (cachedShadow != null)
{
cachedShadow.LightPos = light.Position;
cachedShadow.ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
cachedShadow.ShadowVertexCount = shadowVertexCount;
}
else
{
cachedShadow = new CachedShadow(shadowVertices, penumbraVertices, light.Position, shadowVertexCount, 0);
RemoveCachedShadow(light);
cachedShadows.Add(light, cachedShadow);
}
}
graphicsDevice.SetVertexBuffer(cachedShadow.ShadowBuffer);
shadowVertexCount = cachedShadow.ShadowVertexCount;
DrawShadows(graphicsDevice, cam, transform, los);
}
public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Vector2 lightSourcePos, Matrix transform, bool los = true)
{
if (!Enabled) return;
if (parentEntity != null && parentEntity.Submarine != null) lightSourcePos -= parentEntity.Submarine.Position;
CalculateShadowVertices(lightSourcePos, los);
DrawShadows(graphicsDevice, cam, transform, los);
}
private void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Matrix transform, bool los = true)
{
Vector3 offset = Vector3.Zero;
if (parentEntity != null && parentEntity.Submarine != null)
{
offset = new Vector3(parentEntity.Submarine.DrawPosition.X, parentEntity.Submarine.DrawPosition.Y, 0.0f);
}
if (shadowVertexCount>0)
{
shadowEffect.World = Matrix.CreateTranslation(offset) * transform;
if (los)
{
shadowEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertexCount * 2 - 2);
}
else
{
shadowEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, shadowVertexCount * 2 - 2);
}
}
if (los)
{
penumbraEffect.World = shadowEffect.World;
penumbraEffect.CurrentTechnique.Passes[0].Apply();
#if WINDOWS
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, penumbraVertices, 0, 2, VertexPositionTexture.VertexDeclaration);
#endif
}
}
public void Remove()
{
ClearCachedShadows();
list.Remove(this);
}
}
}