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

409 lines
15 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace Barotrauma.Lights
{
class LightManager
{
private const float AmbientLightUpdateInterval = 0.2f;
private const float AmbientLightFalloff = 0.8f;
private static Entity viewTarget;
public static Entity ViewTarget
{
get { return viewTarget; }
set {
if (viewTarget == value) return;
viewTarget = value;
}
}
public Color AmbientLight;
RenderTarget2D lightMap, losTexture;
private static Texture2D alphaClearTexture;
private List<LightSource> lights;
public bool LosEnabled = true;
public bool LightingEnabled = true;
public bool ObstructVision;
private Texture2D visionCircle;
private Dictionary<Hull, Color> hullAmbientLights = new Dictionary<Hull, Color>();
private Dictionary<Hull, Color> smoothedHullAmbientLights = new Dictionary<Hull, Color>();
private float ambientLightUpdateTimer;
public LightManager(GraphicsDevice graphics)
{
lights = new List<LightSource>();
AmbientLight = new Color(20, 20, 20, 255);
visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
var pp = graphics.PresentationParameters;
lightMap = new RenderTarget2D(graphics,
GameMain.GraphicsWidth, GameMain.GraphicsHeight, false,
pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
RenderTargetUsage.DiscardContents);
losTexture = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
hullAmbientLights = new Dictionary<Hull, Color>();
smoothedHullAmbientLights = new Dictionary<Hull, Color>();
if (alphaClearTexture == null)
{
alphaClearTexture = TextureLoader.FromFile("Content/Lights/alphaOne.png");
}
}
public void AddLight(LightSource light)
{
lights.Add(light);
}
public void RemoveLight(LightSource light)
{
lights.Remove(light);
}
public void OnMapLoaded()
{
foreach (LightSource light in lights)
{
light.NeedsHullUpdate = true;
}
}
public void Update(float deltaTime)
{
if (ambientLightUpdateTimer > 0.0f)
{
ambientLightUpdateTimer -= deltaTime;
}
else
{
CalculateAmbientLights();
ambientLightUpdateTimer = AmbientLightUpdateInterval;
}
foreach (Hull hull in hullAmbientLights.Keys)
{
if (!smoothedHullAmbientLights.ContainsKey(hull))
{
smoothedHullAmbientLights.Add(hull, Color.TransparentBlack);
}
}
foreach (Hull hull in smoothedHullAmbientLights.Keys.ToList())
{
Color targetColor = Color.TransparentBlack;
hullAmbientLights.TryGetValue(hull, out targetColor);
smoothedHullAmbientLights[hull] = Color.Lerp(smoothedHullAmbientLights[hull], targetColor, deltaTime);
}
}
public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Effect blur)
{
if (!LightingEnabled) return;
Matrix shadowTransform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
graphics.SetRenderTarget(lightMap);
Rectangle viewRect = cam.WorldView;
viewRect.Y -= cam.WorldView.Height;
//clear to some small ambient light
graphics.Clear(AmbientLight);
foreach (LightSource light in lights)
{
if (light.Color.A < 1 || light.Range < 1.0f || !light.CastShadows) continue;
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
//clear alpha to 1
ClearAlphaToOne(graphics, spriteBatch);
//draw all shadows
//write only to the alpha channel, which sets alpha to 0
graphics.RasterizerState = RasterizerState.CullNone;
graphics.BlendState = CustomBlendStates.WriteToAlpha;
light.DrawShadows(graphics, cam, shadowTransform);
//draw the light shape
//where Alpha is 0, nothing will be written
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
light.Draw(spriteBatch);
spriteBatch.End();
}
ClearAlphaToOne(graphics, spriteBatch);
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
foreach (LightSource light in lights)
{
if (light.Color.A < 1 || light.Range < 1.0f || light.CastShadows) continue;
//if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
light.Draw(spriteBatch);
}
if (Character.Controlled != null)
{
if (Character.Controlled.ClosestItem != null)
{
Character.Controlled.ClosestItem.IsHighlighted = true;
Character.Controlled.ClosestItem.Draw(spriteBatch, false, true);
Character.Controlled.ClosestItem.IsHighlighted = true;
}
else if (Character.Controlled.ClosestCharacter != null)
{
Character.Controlled.ClosestCharacter.Draw(spriteBatch);
}
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
foreach (Hull hull in smoothedHullAmbientLights.Keys)
{
if (smoothedHullAmbientLights[hull].A < 0.01f) continue;
var drawRect =
hull.Submarine == null ?
hull.Rect :
new Rectangle((int)(hull.Submarine.DrawPosition.X + hull.Rect.X), (int)(hull.Submarine.DrawPosition.Y + hull.Rect.Y), hull.Rect.Width, hull.Rect.Height);
GUI.DrawRectangle(spriteBatch,
new Vector2(drawRect.X, -drawRect.Y),
new Vector2(hull.Rect.Width, hull.Rect.Height),
smoothedHullAmbientLights[hull] * 0.5f, true);
}
spriteBatch.End();
//clear alpha, to avoid messing stuff up later
ClearAlphaToOne(graphics, spriteBatch);
graphics.SetRenderTarget(null);
}
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
{
if (!LosEnabled && !ObstructVision) return;
graphics.SetRenderTarget(losTexture);
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
if (ObstructVision)
{
//graphics.Clear(Color.Black);
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
diff.Y = -diff.Y;
float rotation = MathUtils.VectorToAngle(diff);
Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length()/256.0f, 2.0f, 5.0f), 2.0f);
spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
new Vector2(LightSource.LightTexture.Width*0.2f, LightSource.LightTexture.Height/2), scale, SpriteEffects.None, 0.0f);
}
else
{
graphics.Clear(Color.White);
}
spriteBatch.End();
//--------------------------------------
if (LosEnabled && ViewTarget != null)
{
Vector2 pos = ViewTarget.WorldPosition;
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
Matrix shadowTransform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
var convexHulls = LightSource.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
if (convexHulls != null)
{
foreach (ConvexHull convexHull in convexHulls)
{
if (!convexHull.Intersects(camView)) continue;
//if (!camView.Intersects(convexHull.BoundingBox)) continue;
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
}
}
}
graphics.SetRenderTarget(null);
}
private void CalculateAmbientLights()
{
hullAmbientLights.Clear();
foreach (LightSource light in lights)
{
if (light.Color.A < 1f || light.Range < 1.0f) continue;
var newAmbientLights = AmbientLightHulls(light);
foreach (Hull hull in newAmbientLights.Keys)
{
if (hullAmbientLights.ContainsKey(hull))
{
//hull already lit by some other light source -> add the ambient lights up
hullAmbientLights[hull] = new Color(
hullAmbientLights[hull].R + newAmbientLights[hull].R,
hullAmbientLights[hull].G + newAmbientLights[hull].G,
hullAmbientLights[hull].B + newAmbientLights[hull].B,
hullAmbientLights[hull].A + newAmbientLights[hull].A);
}
else
{
hullAmbientLights.Add(hull, newAmbientLights[hull]);
}
}
}
}
/// <summary>
/// Add ambient light to the hull the lightsource is inside + all adjacent hulls connected by a gap
/// </summary>
private Dictionary<Hull, Color> AmbientLightHulls(LightSource light)
{
Dictionary<Hull, Color> hullAmbientLight = new Dictionary<Hull, Color>();
var hull = Hull.FindHull(light.WorldPosition);
if (hull == null) return hullAmbientLight;
return AmbientLightHulls(hull, hullAmbientLight, light.Color * (light.Range/2000.0f));
}
/// <summary>
/// A flood fill algorithm that adds ambient light to all hulls the starting hull is connected to
/// </summary>
private Dictionary<Hull, Color> AmbientLightHulls(Hull hull, Dictionary<Hull, Color> hullAmbientLight, Color currColor)
{
if (hullAmbientLight.ContainsKey(hull))
{
if (hullAmbientLight[hull].A > currColor.A)
return hullAmbientLight;
else
hullAmbientLight[hull] = currColor;
}
else
{
hullAmbientLight.Add(hull, currColor);
}
foreach (Gap g in hull.ConnectedGaps)
{
for (int i = 0; i < g.linkedTo.Count;i++ )
{
if (g.linkedTo[i] is Hull)
{
if (g.linkedTo[i] == hull) continue;
Color nextHullLight = currColor * AmbientLightFalloff;
if (!g.PassAmbientLight) nextHullLight *= g.Open;
if (nextHullLight.A < 10) continue;
hullAmbientLight = AmbientLightHulls((Hull)g.linkedTo[i], hullAmbientLight, nextHullLight);
}
}
}
return hullAmbientLight;
}
private void ClearAlphaToOne(GraphicsDevice graphics, SpriteBatch spriteBatch)
{
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.WriteToAlpha);
spriteBatch.Draw(alphaClearTexture, new Rectangle(0, 0,graphics.Viewport.Width, graphics.Viewport.Height), Color.White);
spriteBatch.End();
}
public void DrawLightMap(SpriteBatch spriteBatch, Effect effect)
{
if (!LightingEnabled) return;
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
//effect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
spriteBatch.End();
}
public void DrawLOS(SpriteBatch spriteBatch, Effect effect)
{
if (!LosEnabled || ViewTarget == null) return;
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
spriteBatch.End();
ObstructVision = false;
}
public void ClearLights()
{
lights.Clear();
}
}
class CustomBlendStates
{
static CustomBlendStates()
{
Multiplicative = new BlendState();
Multiplicative.ColorSourceBlend = Multiplicative.AlphaSourceBlend = Blend.Zero;
Multiplicative.ColorDestinationBlend = Multiplicative.AlphaDestinationBlend = Blend.SourceColor;
Multiplicative.ColorBlendFunction = Multiplicative.AlphaBlendFunction = BlendFunction.Add;
WriteToAlpha = new BlendState();
WriteToAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
MultiplyWithAlpha = new BlendState();
MultiplyWithAlpha.ColorDestinationBlend = MultiplyWithAlpha.AlphaDestinationBlend = Blend.One;
MultiplyWithAlpha.ColorSourceBlend = MultiplyWithAlpha.AlphaSourceBlend = Blend.DestinationAlpha;
}
public static BlendState Multiplicative { get; private set; }
public static BlendState WriteToAlpha { get; private set; }
public static BlendState MultiplyWithAlpha { get; private set; }
}
}