- Rendering the shadows instead of light volumes to avoid the expensive raycasts needed to calculate the light volume. - The LOS shadows are now rendered in two passes (fully obscured + penumbra) instead of each convex hull taking up 2 passes. TODO: fix linux
182 lines
5.7 KiB
C#
182 lines
5.7 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Text;
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namespace Barotrauma
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{
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public static partial class ToolBox
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{
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// Convert an RGB value into an HLS value.
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public static Vector3 RgbToHLS(this Color color)
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{
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double h, l, s;
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// Convert RGB to a 0.0 to 1.0 range.
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double double_r = color.R / 255.0;
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double double_g = color.G / 255.0;
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double double_b = color.B / 255.0;
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// Get the maximum and minimum RGB components.
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double max = double_r;
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if (max < double_g) max = double_g;
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if (max < double_b) max = double_b;
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double min = double_r;
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if (min > double_g) min = double_g;
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if (min > double_b) min = double_b;
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double diff = max - min;
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l = (max + min) / 2;
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if (Math.Abs(diff) < 0.00001)
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{
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s = 0;
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h = 0; // H is really undefined.
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}
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else
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{
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if (l <= 0.5) s = diff / (max + min);
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else s = diff / (2 - max - min);
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double r_dist = (max - double_r) / diff;
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double g_dist = (max - double_g) / diff;
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double b_dist = (max - double_b) / diff;
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if (double_r == max) h = b_dist - g_dist;
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else if (double_g == max) h = 2 + r_dist - b_dist;
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else h = 4 + g_dist - r_dist;
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h = h * 60;
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if (h < 0) h += 360;
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}
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return new Vector3((float)h, (float)l, (float)s);
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}
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// Convert an HLS value into an RGB value.
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public static Color HLSToRGB(Vector3 hls)
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{
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double h = hls.X, l = hls.Y, s = hls.Z;
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double p2;
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if (l <= 0.5) p2 = l * (1 + s);
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else p2 = l + s - l * s;
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double p1 = 2 * l - p2;
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double double_r, double_g, double_b;
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if (s == 0)
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{
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double_r = l;
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double_g = l;
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double_b = l;
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}
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else
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{
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double_r = QqhToRgb(p1, p2, h + 120);
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double_g = QqhToRgb(p1, p2, h);
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double_b = QqhToRgb(p1, p2, h - 120);
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}
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// Convert RGB to the 0 to 255 range.
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return new Color((byte)(double_r * 255.0), (byte)(double_g * 255.0), (byte)(double_b * 255.0));
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}
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private static double QqhToRgb(double q1, double q2, double hue)
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{
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if (hue > 360) hue -= 360;
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else if (hue < 0) hue += 360;
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if (hue < 60) return q1 + (q2 - q1) * hue / 60;
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if (hue < 180) return q2;
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if (hue < 240) return q1 + (q2 - q1) * (240 - hue) / 60;
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return q1;
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}
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public static string LimitString(string str, ScalableFont font, int maxWidth)
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{
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if (maxWidth <= 0 || string.IsNullOrWhiteSpace(str)) return "";
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float currWidth = font.MeasureString("...").X;
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for (int i = 0; i < str.Length; i++)
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{
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currWidth += font.MeasureString(str[i].ToString()).X;
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if (currWidth > maxWidth)
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{
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return str.Substring(0, Math.Max(i - 2, 1)) + "...";
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}
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}
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return str;
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}
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public static string WrapText(string text, float lineLength, ScalableFont font, float textScale = 1.0f) //TODO: could integrate this into the ScalableFont class directly
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{
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if (font.MeasureString(text).X < lineLength) return text;
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text = text.Replace("\n", " \n ");
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string[] words = text.Split(' ');
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StringBuilder wrappedText = new StringBuilder();
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float linePos = 0f;
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float spaceWidth = font.MeasureString(" ").X * textScale;
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for (int i = 0; i < words.Length; ++i)
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{
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if (string.IsNullOrWhiteSpace(words[i]) && words[i] != "\n") continue;
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Vector2 size = font.MeasureString(words[i]) * textScale;
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if (size.X > lineLength)
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{
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if (linePos == 0.0f)
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{
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wrappedText.AppendLine(words[i]);
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}
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else
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{
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do
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{
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if (words[i].Length == 0) break;
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wrappedText.Append(words[i][0]);
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words[i] = words[i].Remove(0, 1);
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linePos += size.X;
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} while (words[i].Length > 0 && (size = font.MeasureString((words[i][0]).ToString()) * textScale).X + linePos < lineLength);
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wrappedText.Append("\n");
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linePos = 0.0f;
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i--;
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}
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continue;
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}
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if (linePos + size.X < lineLength)
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{
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wrappedText.Append(words[i]);
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if (words[i] == "\n")
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{
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linePos = 0.0f;
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}
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else
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{
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linePos += size.X + spaceWidth;
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}
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}
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else
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{
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wrappedText.Append("\n");
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wrappedText.Append(words[i]);
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linePos = size.X + spaceWidth;
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}
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if (i < words.Length - 1) wrappedText.Append(" ");
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}
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return wrappedText.ToString();
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}
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}
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}
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