コード例 #1
0
    private void Start()
    {
        fadeInLeft = fadeInTime;
        sprite     = GetComponentInChildren <SpriteRenderer>();
        game       = GameObject.FindGameObjectWithTag("GameController");
        Room       = game.GetComponent <RoomLighting>();
        scenes     = game.GetComponent <RelodScene>();

        if (absorbPrefab == null)
        {
            absorbPrefab = Resources.Load <GameObject>("AbsorbBubble.prefab");
        }
    }
コード例 #2
0
ファイル: LMapBatch.cs プロジェクト: wishiwashi-hack/FreeSO
        public void DrawRoom(Room room, RoomLighting lighting, bool clear)
        {
            var size = Blueprint.Width - borderSize;

            //TODO: set floor shadow map here to stop surrounding light issues
            LightEffect.floorShadowMap = ObjShadowTarg;
            LightEffect.TargetRoom     = (float)room.RoomID;
            var bigBounds = new Rectangle(lighting.Bounds.X * resPerTile, lighting.Bounds.Y * resPerTile, lighting.Bounds.Width * resPerTile, lighting.Bounds.Height * resPerTile);

            bigBounds          = Rectangle.Intersect(bigBounds, new Rectangle(0, 0, size * resPerTile, size * resPerTile));
            GD.RasterizerState = Scissor;
            if (clear)
            {
                GD.SetRenderTarget(LightMap);
                DrawRect = bigBounds;
                DrawRect.Offset(ScissorBase);
                GD.ScissorRectangle = DrawRect;

                var effect = LightEffect;
                effect.CurrentTechnique = effect.Techniques[0];
                EffectPassCollection passes = effect.Techniques[0].Passes;
                effect.LightColor = Vector4.One * (Blueprint.MinOut.A / 255f);
                GD.BlendState     = BlendState.Opaque;
                passes[2].Apply();

                GD.SetVertexBuffer(LightBuf);
                GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);

                if (LightMapDirection != null)
                {
                    GD.SetRenderTarget(LightMapDirection);
                    DrawRect                = ScaleDirectionScissor(DrawRect);
                    GD.ScissorRectangle     = DrawRect;
                    effect.CurrentTechnique = effect.Techniques[1];
                    passes            = effect.Techniques[1].Passes;
                    effect.LightColor = Vector4.Zero;
                    GD.BlendState     = BlendState.Opaque;
                    passes[2].Apply();
                    GD.SetVertexBuffer(LightBuf);
                    GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
                }
            }
            var outFactor = Vector4.One - Blueprint.MinOut.ToVector4();

            var factor = 16f / resPerTile;

            var colorTech = 0; //
            var dirTech   = 1; //

            if (room.IsOutside || WallComp != null)
            {
                var res = (Blueprint.Width - borderSize) * resPerTile;
                if (!room.IsOutside)
                {
                    DrawRect = new Rectangle(0, 0, res, res);
                }
                else
                {
                    DrawRect = bigBounds;
                }
                if (OutdoorsLight == null)
                {
                    BuildOutdoorsLight(Blueprint.OutsideTime);
                }
                var light = OutdoorsLight;
                //generate shadows
                light.Level = (sbyte)(room.Floor);
                DrawWallShadows(room.WallLines, light);
                if (room.IsOutside && !WorldConfig.Current.UltraLighting)
                {
                    DrawObjShadows(lighting.ObjectFootprints, light);
                }

                //draw the light onto the lightmap
                GD.SetRenderTarget(LightMap);
                DrawRect.Offset(ScissorBase);
                GD.ScissorRectangle      = DrawRect;
                LightEffect.LightColor   = Color.White.ToVector4() * outFactor.W;
                LightEffect.ShadowPowers = new Vector2(0.75f, 0.6f) * light.ShadowMultiplier;
                LightEffect.LightHeight  = 1f / (float)Blueprint.Width;

                LightEffect.LightPosition  = light.LightPos / (size * 16f); //in position space (0,1)
                LightEffect.LightDirection = new Vector3(-SunVector.Z, SunVector.Y * -1, SunVector.X);
                LightEffect.LightSize      = float.MaxValue;                //in position space (0,1)
                LightEffect.IsOutdoors     = true;

                var effect = LightEffect;
                effect.CurrentTechnique = effect.Techniques[colorTech];
                EffectPassCollection passes = effect.Techniques[colorTech].Passes;
                passes[room.IsOutside ? ((WallComp == null) ? 1 : 4) : 3].Apply();

                GD.SetVertexBuffer(LightBuf);
                GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);

                if (LightMapDirection != null)
                {
                    GD.SetRenderTarget(LightMapDirection);
                    effect.CurrentTechnique = effect.Techniques[dirTech];
                    passes              = effect.Techniques[dirTech].Passes;
                    DrawRect            = ScaleDirectionScissor(DrawRect);
                    GD.ScissorRectangle = DrawRect;

                    passes[room.IsOutside ? ((WallComp == null) ? 1 : 4) : 3].Apply();

                    GD.SetVertexBuffer(LightBuf);
                    GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
                }

                LightEffect.shadowMap = ShadowTarg;
            }

            var order         = lighting.Lights.OrderBy(x => x.OutdoorsColor ? 0 : 1);
            var hasMulOutside = false;

            foreach (var light in order)
            {
                if (!light.OutdoorsColor && !hasMulOutside)
                {
                    MultiplyOutdoors(bigBounds);
                    hasMulOutside = true;
                }
                if (light.WindowRoom != -1)
                {
                    var wroom = Blueprint.Light[Blueprint.Rooms[light.WindowRoom].Base];
                    light.LightIntensity = wroom.AmbientLight / 150f;
                }
                if (light.LightIntensity < 0.2f)
                {
                    continue;
                }

                DrawRect = new Rectangle((int)(light.LightBounds.X / factor), (int)(light.LightBounds.Y / factor), (int)(light.LightBounds.Width / factor), (int)(light.LightBounds.Height / factor));
                DrawRect = Rectangle.Intersect(DrawRect, bigBounds);

                //generate shadows

                DrawWallShadows(room.WallLines, light);
                DrawObjShadows(lighting.ObjectFootprints, light);

                //draw the light onto the lightmap
                GD.SetRenderTarget(LightMap);
                DrawRect.Offset(ScissorBase);
                GD.ScissorRectangle      = DrawRect;
                LightEffect.ShadowPowers = new Vector2(1f, 1f);

                LightEffect.LightPosition = light.LightPos / (size * 16f);  //in position space (0,1)
                LightEffect.LightSize     = light.LightSize / (size * 16f); //in position space (0,1)
                var l = light.LightColor.ToVector4();
                l.W = (l.X + l.Y + l.Z) / 3;

                if (light.OutdoorsColor)
                {
                    l = Vector4.Multiply(l, outFactor);
                }
                else
                {
                    l *= 0.70f;
                }
                LightEffect.LightColor     = l;
                LightEffect.IsOutdoors     = light.OutdoorsColor;
                LightEffect.LightIntensity = light.LightIntensity;

                var effect = LightEffect;
                effect.CurrentTechnique = effect.Techniques[colorTech];
                EffectPassCollection passes = effect.Techniques[colorTech].Passes;

                if (WorldConfig.Current.UltraLighting)
                {
                    LightEffect.BlurMin = (light.OutdoorsColor)?(1 / (Blueprint.Width * 9f)):0;
                    LightEffect.BlurMax = (1 / (Blueprint.Width * 5f));
                    passes[5].Apply();
                }
                else
                {
                    passes[0].Apply();
                }

                GD.SetVertexBuffer(LightBuf);
                GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);

                if (LightMapDirection != null)
                {
                    GD.SetRenderTarget(LightMapDirection);
                    effect.CurrentTechnique = effect.Techniques[dirTech];
                    passes   = effect.Techniques[dirTech].Passes;
                    DrawRect = ScaleDirectionScissor(DrawRect);

                    passes[0].Apply();

                    GD.SetVertexBuffer(LightBuf);
                    GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
                }
            }
            if (!hasMulOutside)
            {
                MultiplyOutdoors(bigBounds);
            }
        }
コード例 #3
0
ファイル: LMapBatch.cs プロジェクト: kevinmel2000/FreeSO
        public void DrawRoom(Room room, RoomLighting lighting, bool clear)
        {
            var size = Blueprint.Width - borderSize;

            LightEffect.Parameters["TargetRoom"].SetValue((float)room.RoomID);
            var bigBounds = new Rectangle(lighting.Bounds.X * resPerTile, lighting.Bounds.Y * resPerTile, lighting.Bounds.Width * resPerTile, lighting.Bounds.Height * resPerTile);

            bigBounds          = Rectangle.Intersect(bigBounds, new Rectangle(0, 0, size * resPerTile, size * resPerTile));
            GD.RasterizerState = new RasterizerState()
            {
                ScissorTestEnable = true, CullMode = CullMode.None
            };
            if (clear)
            {
                GD.SetRenderTarget(LightMap);
                DrawRect = bigBounds;
                DrawRect.Offset(ScissorBase);
                GD.ScissorRectangle = DrawRect;

                var effect = LightEffect;
                effect.CurrentTechnique = effect.Techniques[0];
                EffectPassCollection passes = effect.Techniques[0].Passes;
                effect.Parameters["LightColor"].SetValue(Vector4.One * (Blueprint.MinOut.A / 255f));
                GD.BlendState = BlendState.Opaque;
                passes[2].Apply();

                GD.SetVertexBuffer(LightBuf);
                GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            }
            var outFactor = 1 - (Blueprint.MinOut.A / 255f);

            var factor = 16f / resPerTile;


            if (room.IsOutside || WallComp != null)
            {
                var res = (Blueprint.Width - borderSize) * resPerTile;
                if (!room.IsOutside)
                {
                    DrawRect = new Rectangle(0, 0, res, res);
                }
                else
                {
                    DrawRect = bigBounds;
                }
                if (OutdoorsLight == null)
                {
                    BuildOutdoorsLight(Blueprint.OutsideTime);
                }
                var light = OutdoorsLight;
                //generate shadows
                light.Level = (sbyte)(room.Floor);
                DrawWallShadows(room.WallLines, light);
                if (room.IsOutside && !WorldConfig.Current.UltraLighting)
                {
                    DrawObjShadows(lighting.ObjectFootprints, light);
                }

                //draw the light onto the lightmap
                GD.SetRenderTarget(LightMap);
                DrawRect.Offset(ScissorBase);
                GD.ScissorRectangle = DrawRect;
                LightEffect.Parameters["LightColor"].SetValue(Color.White.ToVector4() * outFactor);
                LightEffect.Parameters["ShadowPowers"].SetValue(new Vector2(0.75f, 0.6f) * light.ShadowMultiplier);

                LightEffect.Parameters["LightPosition"].SetValue(light.LightPos / (size * 16f)); //in position space (0,1)
                LightEffect.Parameters["LightSize"].SetValue(float.MaxValue);                    //in position space (0,1)
                LightEffect.Parameters["IsOutdoors"]?.SetValue(true);

                var effect = LightEffect;
                effect.CurrentTechnique = effect.Techniques[0];
                EffectPassCollection passes = effect.Techniques[0].Passes;
                passes[room.IsOutside ? ((WallComp == null) ? 1 : 4) : 3].Apply();

                GD.SetVertexBuffer(LightBuf);
                GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
                LightEffect.Parameters["shadowMap"].SetValue(ShadowTarg);
            }

            var order         = lighting.Lights.OrderBy(x => x.OutdoorsColor ? 0 : 1);
            var hasMulOutside = false;

            foreach (var light in order)
            {
                if (!light.OutdoorsColor && !hasMulOutside)
                {
                    MultiplyOutdoors(bigBounds);
                    hasMulOutside = true;
                }
                if (light.WindowRoom != -1)
                {
                    var wroom = Blueprint.Light[Blueprint.Rooms[light.WindowRoom].Base];
                    light.LightIntensity = wroom.AmbientLight / 150f;
                }
                if (light.LightIntensity < 0.2f)
                {
                    continue;
                }

                DrawRect = new Rectangle((int)(light.LightBounds.X / factor), (int)(light.LightBounds.Y / factor), (int)(light.LightBounds.Width / factor), (int)(light.LightBounds.Height / factor));
                DrawRect = Rectangle.Intersect(DrawRect, bigBounds);

                //generate shadows

                DrawWallShadows(room.WallLines, light);
                DrawObjShadows(lighting.ObjectFootprints, light);

                //draw the light onto the lightmap
                GD.SetRenderTarget(LightMap);
                DrawRect.Offset(ScissorBase);
                GD.ScissorRectangle = DrawRect;
                LightEffect.Parameters["ShadowPowers"].SetValue(new Vector2(1f, 1f));

                LightEffect.Parameters["LightPosition"].SetValue(light.LightPos / (size * 16f)); //in position space (0,1)
                LightEffect.Parameters["LightSize"].SetValue(light.LightSize / (size * 16f));    //in position space (0,1)
                var l = light.LightColor.ToVector4();
                l.W = (l.X + l.Y + l.Z) / 3;
                if (light.OutdoorsColor)
                {
                    l *= outFactor;
                }
                else
                {
                    l *= 0.70f;
                }
                LightEffect.Parameters["LightColor"].SetValue(l);
                LightEffect.Parameters["IsOutdoors"]?.SetValue(light.OutdoorsColor);
                LightEffect.Parameters["LightIntensity"]?.SetValue(light.LightIntensity);

                var effect = LightEffect;
                effect.CurrentTechnique = effect.Techniques[0];
                EffectPassCollection passes = effect.Techniques[0].Passes;

                if (WorldConfig.Current.UltraLighting)
                {
                    LightEffect.Parameters["BlurMin"].SetValue((light.OutdoorsColor)?(1 / (75f * 9)):0);
                    LightEffect.Parameters["BlurMax"].SetValue((1 / (75f * 5)));
                    passes[5].Apply();
                }
                else
                {
                    passes[0].Apply();
                }

                GD.SetVertexBuffer(LightBuf);
                GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            }
            if (!hasMulOutside)
            {
                MultiplyOutdoors(bigBounds);
            }
        }
コード例 #4
0
        public void DrawRoom(Room room, RoomLighting lighting, bool clear)
        {
            var size = Blueprint.Width - 2;

            LightEffect.Parameters["TargetRoom"].SetValue((float)room.RoomID);
            var bigBounds = new Rectangle(lighting.Bounds.X * resPerTile, lighting.Bounds.Y * resPerTile, lighting.Bounds.Width * resPerTile, lighting.Bounds.Height * resPerTile);

            bigBounds          = Rectangle.Intersect(bigBounds, new Rectangle(0, 0, size * 8, size * 8));
            GD.RasterizerState = new RasterizerState()
            {
                ScissorTestEnable = true, CullMode = CullMode.None
            };
            if (clear)
            {
                GD.SetRenderTarget(LightMap);
                DrawRect = bigBounds;
                DrawRect.Offset(ScissorBase);
                GD.ScissorRectangle = DrawRect;

                var effect = LightEffect;
                effect.CurrentTechnique = effect.Techniques[0];
                EffectPassCollection passes = effect.Techniques[0].Passes;
                passes[2].Apply();

                GD.SetVertexBuffer(LightBuf);
                GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            }

            var factor = 16f / resPerTile;

            foreach (var light in lighting.Lights)
            {
                if (light.WindowRoom != -1)
                {
                    var wroom = Blueprint.Light[Blueprint.Rooms[light.WindowRoom].Base];
                    light.LightIntensity = wroom.AmbientLight / 150f;
                }
                if (light.LightIntensity < 0.2f)
                {
                    continue;
                }

                DrawRect = new Rectangle((int)(light.LightBounds.X / factor), (int)(light.LightBounds.Y / factor), (int)(light.LightBounds.Width / factor), (int)(light.LightBounds.Height / factor));
                DrawRect = Rectangle.Intersect(DrawRect, bigBounds);

                //generate shadows
                DrawObjShadows(lighting.ObjectFootprints, light);
                DrawWallShadows(room.WallLines, light);

                //draw the light onto the lightmap
                GD.SetRenderTarget(LightMap);
                DrawRect.Offset(ScissorBase);
                GD.ScissorRectangle = DrawRect;
                LightEffect.Parameters["ShadowPowers"].SetValue(new Vector2(1f, 1f));

                LightEffect.Parameters["LightPosition"].SetValue(light.LightPos / (size * 16f)); //in position space (0,1)
                LightEffect.Parameters["LightSize"].SetValue(light.LightSize / (size * 16f));    //in position space (0,1)
                LightEffect.Parameters["IsOutdoors"].SetValue(light.OutdoorsColor);
                LightEffect.Parameters["LightIntensity"].SetValue(light.LightIntensity);

                var effect = LightEffect;
                effect.CurrentTechnique = effect.Techniques[0];
                EffectPassCollection passes = effect.Techniques[0].Passes;
                passes[0].Apply();

                GD.SetVertexBuffer(LightBuf);
                GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            }


            if (room.IsOutside)
            {
                var res = (Blueprint.Width - 2) * 8;
                DrawRect = new Rectangle(0, 0, res, res);
                if (OutdoorsLight == null)
                {
                    BuildOutdoorsLight(Blueprint.OutsideTime);
                }
                var light = OutdoorsLight;
                //generate shadows
                DrawObjShadows(lighting.ObjectFootprints, light);
                DrawWallShadows(room.WallLines, light);

                //draw the light onto the lightmap
                GD.SetRenderTarget(LightMap);
                DrawRect.Offset(ScissorBase);
                GD.ScissorRectangle = DrawRect;
                LightEffect.Parameters["ShadowPowers"].SetValue(new Vector2(0.75f, 0.6f) * light.ShadowMultiplier);

                LightEffect.Parameters["LightPosition"].SetValue(light.LightPos / (size * 16f)); //in position space (0,1)
                LightEffect.Parameters["LightSize"].SetValue(float.MaxValue);                    //in position space (0,1)
                LightEffect.Parameters["IsOutdoors"].SetValue(true);

                var effect = LightEffect;
                effect.CurrentTechnique = effect.Techniques[0];
                EffectPassCollection passes = effect.Techniques[0].Passes;
                passes[1].Apply();

                GD.SetVertexBuffer(LightBuf);
                GD.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            }
        }