This commit is contained in:
pan.codes 2024-05-28 20:56:53 +02:00
parent f04752d09c
commit 6b81ddd34c
2 changed files with 92 additions and 26 deletions

View file

@ -4,17 +4,39 @@ using Microsoft.Xna.Framework.Input;
using MonoGame.Extended; using MonoGame.Extended;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics;
using System.Threading; using System.Threading;
namespace Orpticon.MonoGameLighting namespace Orpticon.MonoGameLighting
{ {
public static class Lighting public static class Lighting
{ {
public static Rectangle Extend(this Rectangle rect, float factor)
{
int extensionX = (int)(rect.Width * factor - rect.Width);
int extensionY = (int)(rect.Height * factor - rect.Height);
rect.X -= extensionX / 2;
rect.Y -= extensionY / 2;
rect.Width += extensionX;
rect.Height += extensionY;
return rect;
}
public static RectangleF Extend(this RectangleF rect, float factor)
{
float extensionX = (rect.Width * factor - rect.Width);
float extensionY = (rect.Height * factor - rect.Height);
rect.X -= extensionX / 2;
rect.Y -= extensionY / 2;
rect.Width += extensionX;
rect.Height += extensionY;
return rect;
}
private static Texture2D pixelTexture; private static Texture2D pixelTexture;
public static float MaxOpacity { get; set; } = 0.5f; // Maximum opacity public static float MaxOpacity { get; set; } = 0.5f; // Maximum opacity
public static float BaseDarkness { get; set; } = 0.95f; public static float BaseDarkness { get; set; } = 0.95f;
private static Rectangle CameraRect; private static Rectangle CameraRect;
private static float[] alphaMap; //public static float CalculationExtensionFactor = 2;
public static float[] AlphaMap;
public static void Initialize(GraphicsDeviceManager graphicsDevice, Rectangle cameraRect) public static void Initialize(GraphicsDeviceManager graphicsDevice, Rectangle cameraRect)
{ {
// TODO: Add your initialization logic here // TODO: Add your initialization logic here
@ -23,18 +45,40 @@ namespace Orpticon.MonoGameLighting
pixelTexture.SetData(new Color[] { Color.White }); pixelTexture.SetData(new Color[] { Color.White });
CameraRect = cameraRect; CameraRect = cameraRect;
//CameraRect = CameraRect.Extend(CalculationExtensionFactor);
alphaMap = new float[CameraRect.Width * CameraRect.Height]; AlphaMap = new float[CameraRect.Width * CameraRect.Height];
Array.Fill(alphaMap, 1f); Array.Fill(AlphaMap, 1f);
}
public static bool IsLit(Matrix camera, Vector2 point, bool allowCheckNearby = false) => IsLit(camera, point, out float darkness, allowCheckNearby);
public static bool IsLit(Matrix camera, Vector2 point, out float darkness, bool allowCheckNearby = false)
{
var pos = point.ToPoint() - CameraRect.Location;
darkness = 1;
if (!allowCheckNearby && !CameraRect.Contains(point)) return false;
if (pos.X < 0 || pos.Y < 0 || pos.X >= CameraRect.Width || pos.Y >= CameraRect.Height)
{
if (!allowCheckNearby) return false;
else
{
while (pos.X < 0) pos.X++;
while (pos.Y < 0) pos.Y++;
while (pos.X >= CameraRect.Width) pos.X--;
while (pos.Y >= CameraRect.Height) pos.Y--;
}
}
Debug.WriteLine(pos);
var alpha = AlphaMap[pos.Y * CameraRect.Width + pos.X];
darkness = alpha;
return alpha < 1;
} }
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, new List<RectangleF>(), Color.White); public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, new List<RectangleF>(), Color.White);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius, Color color) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, new List<RectangleF>(), color); public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius, Color color) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, new List<RectangleF>(), color);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius, List<RectangleF> collisionBoxes) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, collisionBoxes, Color.White); public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius, IEnumerable<RectangleF> collisionBoxes) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, collisionBoxes, Color.White);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius, List<RectangleF> collisionBoxes, Color color) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, collisionBoxes, color); public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius, IEnumerable<RectangleF> collisionBoxes, Color color) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, collisionBoxes, color);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, Vector2 direction, float coneRadius, float coneAngleInDegrees) => RenderCone(_spriteBatch, originPoint, direction, coneRadius, coneAngleInDegrees, new List<RectangleF>(), Color.White); public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, Vector2 direction, float coneRadius, float coneAngleInDegrees) => RenderCone(_spriteBatch, originPoint, direction, coneRadius, coneAngleInDegrees, new List<RectangleF>(), Color.White);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, Vector2 direction, float coneRadius, float coneAngleInDegrees, List<RectangleF> collisionBoxes) => RenderCone(_spriteBatch, originPoint, direction, coneRadius, coneAngleInDegrees, collisionBoxes, Color.White); public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, Vector2 direction, float coneRadius, float coneAngleInDegrees, IEnumerable<RectangleF> collisionBoxes) => RenderCone(_spriteBatch, originPoint, direction, coneRadius, coneAngleInDegrees, collisionBoxes, Color.White);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, Vector2 notNormalizedDirection, float coneRadius, float coneAngleInDegrees, List<RectangleF> collisionBoxes, Color color) public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, Vector2 notNormalizedDirection, float coneRadius, float coneAngleInDegrees, IEnumerable<RectangleF> collisionBoxes, Color color)
{ {
float halfAngle = MathHelper.ToRadians(coneAngleInDegrees) / 2; float halfAngle = MathHelper.ToRadians(coneAngleInDegrees) / 2;
Vector2 normalizedDirection = Vector2.Normalize(notNormalizedDirection); Vector2 normalizedDirection = Vector2.Normalize(notNormalizedDirection);
@ -54,7 +98,7 @@ namespace Orpticon.MonoGameLighting
foreach (var collisionBox in collisionBoxes) foreach (var collisionBox in collisionBoxes)
{ {
Vector2 boxCenter = new Vector2(collisionBox.Center.X, collisionBox.Center.Y); Vector2 boxCenter = new Vector2(collisionBox.Center.X, collisionBox.Center.Y);
Vector2 directionToBox = Vector2.Normalize(boxCenter - originPoint); Vector2 directionToBox = boxCenter - originPoint;
float distanceToBoxCenter = Vector2.Distance(originPoint, boxCenter); float distanceToBoxCenter = Vector2.Distance(originPoint, boxCenter);
if (distanceToBoxCenter > coneRadius + maxBoundingCircleRadius) if (distanceToBoxCenter > coneRadius + maxBoundingCircleRadius)
continue; continue;
@ -80,14 +124,13 @@ namespace Orpticon.MonoGameLighting
{ {
for (float x = startingPoint.X; x < originPoint.X + coneRadius; x += 1) for (float x = startingPoint.X; x < originPoint.X + coneRadius; x += 1)
{ {
if(!CameraRect.Contains(x, y)) continue; if (!CameraRect.Contains(x, y)) continue;
Vector2 blockCenter = new Vector2(x + 1 / 2, y + 1 / 2); Vector2 blockCenter = new Vector2(x + 1 / 2, y + 1 / 2);
Vector2 toBlock = blockCenter - originPoint; Vector2 toBlock = blockCenter - originPoint;
if (toBlock.LengthSquared() > radiusSquared) if (toBlock.LengthSquared() > radiusSquared)
continue; continue;
Vector2 directionToBlock = Vector2.Normalize(toBlock); float angleToBlock = (float)Math.Atan2(toBlock.Y, toBlock.X);
float angleToBlock = (float)Math.Atan2(directionToBlock.Y, directionToBlock.X);
if (angleToBlock < 0) if (angleToBlock < 0)
angleToBlock += MathHelper.TwoPi; angleToBlock += MathHelper.TwoPi;
@ -124,7 +167,7 @@ namespace Orpticon.MonoGameLighting
private static void DrawFilledRectangle(int x, int y, float opacity) private static void DrawFilledRectangle(int x, int y, float opacity)
{ {
int i = (y - CameraRect.Y) * CameraRect.Width + (x - CameraRect.X); int i = (y - CameraRect.Y) * CameraRect.Width + (x - CameraRect.X);
alphaMap[i] *= (1 - opacity); AlphaMap[i] *= (1 - opacity);
} }
private static bool PointInCone(Vector2 point, Vector2 originPoint, Vector2 endPoint, float coneRadius, float angleOffset) private static bool PointInCone(Vector2 point, Vector2 originPoint, Vector2 endPoint, float coneRadius, float angleOffset)
@ -147,36 +190,53 @@ namespace Orpticon.MonoGameLighting
} }
private static bool RayIntersectsRectangle(Vector2 rayStart, Vector2 rayEnd, RectangleF rectangle) private static bool RayIntersectsRectangle(Vector2 rayStart, Vector2 rayEnd, RectangleF rectangle)
{ {
// Calculate direction and its inverse
Vector2 direction = rayEnd - rayStart; Vector2 direction = rayEnd - rayStart;
float invDirX = 1.0f / direction.X; float invDirX = 1.0f / direction.X;
float invDirY = 1.0f / direction.Y; float invDirY = 1.0f / direction.Y;
float tNearX = (rectangle.Left - rayStart.X) * invDirX; // Pre-compute intersection times for x and y boundaries
float tNearY = (rectangle.Top - rayStart.Y) * invDirY; float t1 = (rectangle.Left - rayStart.X) * invDirX;
float tFarX = (rectangle.Right - rayStart.X) * invDirX; float t2 = (rectangle.Right - rayStart.X) * invDirX;
float tFarY = (rectangle.Bottom - rayStart.Y) * invDirY; float t3 = (rectangle.Top - rayStart.Y) * invDirY;
float t4 = (rectangle.Bottom - rayStart.Y) * invDirY;
if (tNearX > tFarX) (tNearX, tFarX) = (tFarX, tNearX); // Sort near and far times
if (tNearY > tFarY) (tNearY, tFarY) = (tFarY, tNearY); if (t1 > t2) { var temp = t1; t1 = t2; t2 = temp; }
if (t3 > t4) { var temp = t3; t3 = t4; t4 = temp; }
if (tNearX > tFarY || tNearY > tFarX) // Check if the ray misses the rectangle
return false; if (t1 > t4 || t3 > t2) return false;
float tNear = Math.Max(tNearX, tNearY); // Calculate the times of intersection
float tFar = Math.Min(tFarX, tFarY); float tNear = Math.Max(t1, t3);
float tFar = Math.Min(t2, t4);
// Return true if there's a valid intersection range
return tNear >= 0 && tFar >= 0 && tNear <= 1; return tNear >= 0 && tFar >= 0 && tNear <= 1;
} }
public static void ApplyAlphaMap(SpriteBatch _spriteBatch) public static void ApplyAlphaMap(SpriteBatch _spriteBatch)
{ {
for(int x = 0; x < CameraRect.Width; x++) // Create a new texture with the same dimensions as the CameraRect
Texture2D texture = new Texture2D(_spriteBatch.GraphicsDevice, CameraRect.Width, CameraRect.Height);
// Create an array to hold the color data
Color[] colorData = new Color[CameraRect.Width * CameraRect.Height];
// Set the color data based on the AlphaMap
for (int x = 0; x < CameraRect.Width; x++)
{ {
for(int y = 0; y < CameraRect.Height; y++) for (int y = 0; y < CameraRect.Height; y++)
{ {
int i = y * CameraRect.Width + x; int i = y * CameraRect.Width + x;
_spriteBatch.Draw(pixelTexture, new Rectangle(x + CameraRect.X, y + CameraRect.Y, 1, 1), Color.Black * BaseDarkness * alphaMap[i]); colorData[i] = Color.Black * BaseDarkness * AlphaMap[i];
} }
} }
// Set the color data for the texture
texture.SetData(colorData);
_spriteBatch.Draw(texture, new Rectangle(CameraRect.X, CameraRect.Y, CameraRect.Width, CameraRect.Height), Color.White);
} }
//protected override void Draw(GameTime gameTime) //protected override void Draw(GameTime gameTime)
//{ //{

View file

@ -10,6 +10,12 @@
<ApplicationManifest>app.manifest</ApplicationManifest> <ApplicationManifest>app.manifest</ApplicationManifest>
<ApplicationIcon>Icon.ico</ApplicationIcon> <ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DebugType>embedded</DebugType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DebugType>embedded</DebugType>
</PropertyGroup>
<ItemGroup> <ItemGroup>
<None Remove="Icon.ico" /> <None Remove="Icon.ico" />
<None Remove="Icon.bmp" /> <None Remove="Icon.bmp" />