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 System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
namespace Orpticon.MonoGameLighting
{
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;
public static float MaxOpacity { get; set; } = 0.5f; // Maximum opacity
public static float BaseDarkness { get; set; } = 0.95f;
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)
{
// TODO: Add your initialization logic here
@ -23,18 +45,40 @@ namespace Orpticon.MonoGameLighting
pixelTexture.SetData(new Color[] { Color.White });
CameraRect = cameraRect;
//CameraRect = CameraRect.Extend(CalculationExtensionFactor);
alphaMap = new float[CameraRect.Width * CameraRect.Height];
Array.Fill(alphaMap, 1f);
AlphaMap = new float[CameraRect.Width * CameraRect.Height];
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, 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, 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) => 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, 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, List<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 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, IEnumerable<RectangleF> collisionBoxes, Color color)
{
float halfAngle = MathHelper.ToRadians(coneAngleInDegrees) / 2;
Vector2 normalizedDirection = Vector2.Normalize(notNormalizedDirection);
@ -54,7 +98,7 @@ namespace Orpticon.MonoGameLighting
foreach (var collisionBox in collisionBoxes)
{
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);
if (distanceToBoxCenter > coneRadius + maxBoundingCircleRadius)
continue;
@ -86,8 +130,7 @@ namespace Orpticon.MonoGameLighting
if (toBlock.LengthSquared() > radiusSquared)
continue;
Vector2 directionToBlock = Vector2.Normalize(toBlock);
float angleToBlock = (float)Math.Atan2(directionToBlock.Y, directionToBlock.X);
float angleToBlock = (float)Math.Atan2(toBlock.Y, toBlock.X);
if (angleToBlock < 0)
angleToBlock += MathHelper.TwoPi;
@ -124,7 +167,7 @@ namespace Orpticon.MonoGameLighting
private static void DrawFilledRectangle(int x, int y, float opacity)
{
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)
@ -147,36 +190,53 @@ namespace Orpticon.MonoGameLighting
}
private static bool RayIntersectsRectangle(Vector2 rayStart, Vector2 rayEnd, RectangleF rectangle)
{
// Calculate direction and its inverse
Vector2 direction = rayEnd - rayStart;
float invDirX = 1.0f / direction.X;
float invDirY = 1.0f / direction.Y;
float tNearX = (rectangle.Left - rayStart.X) * invDirX;
float tNearY = (rectangle.Top - rayStart.Y) * invDirY;
float tFarX = (rectangle.Right - rayStart.X) * invDirX;
float tFarY = (rectangle.Bottom - rayStart.Y) * invDirY;
// Pre-compute intersection times for x and y boundaries
float t1 = (rectangle.Left - rayStart.X) * invDirX;
float t2 = (rectangle.Right - rayStart.X) * invDirX;
float t3 = (rectangle.Top - rayStart.Y) * invDirY;
float t4 = (rectangle.Bottom - rayStart.Y) * invDirY;
if (tNearX > tFarX) (tNearX, tFarX) = (tFarX, tNearX);
if (tNearY > tFarY) (tNearY, tFarY) = (tFarY, tNearY);
// Sort near and far times
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)
return false;
// Check if the ray misses the rectangle
if (t1 > t4 || t3 > t2) return false;
float tNear = Math.Max(tNearX, tNearY);
float tFar = Math.Min(tFarX, tFarY);
// Calculate the times of intersection
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;
}
public static void ApplyAlphaMap(SpriteBatch _spriteBatch)
{
// 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++)
{
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)
//{

View file

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