249 lines
9.3 KiB
C#
249 lines
9.3 KiB
C#
// Decompiled with JetBrains decompiler
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// Type: Terraria.Graphics.Light.LightingEngine
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using ReLogic.Threading;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace Terraria.Graphics.Light
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{
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public class LightingEngine : ILightingEngine
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{
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private const int AREA_PADDING = 28;
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private const int NON_VISIBLE_PADDING = 18;
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private readonly List<LightingEngine.PerFrameLight> _perFrameLights = new List<LightingEngine.PerFrameLight>();
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private TileLightScanner _tileScanner;
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private LightMap _activeLightMap = new LightMap();
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private Rectangle _activeProcessedArea;
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private LightMap _workingLightMap = new LightMap();
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private Rectangle _workingProcessedArea;
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private readonly Stopwatch _timer = new Stopwatch();
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private LightingEngine.EngineState _state;
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public LightingEngine(World world) => this.SetWorld(world);
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public void AddLight(int x, int y, Vector3 color) => this._perFrameLights.Add(new LightingEngine.PerFrameLight(new Point(x, y), color));
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public void Clear()
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{
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this._activeLightMap.Clear();
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this._workingLightMap.Clear();
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this._perFrameLights.Clear();
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}
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public Vector3 GetColor(int x, int y)
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{
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if (!this._activeProcessedArea.Contains(x, y))
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return Vector3.Zero;
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x -= this._activeProcessedArea.X;
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y -= this._activeProcessedArea.Y;
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return this._activeLightMap[x, y];
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}
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public void ProcessArea(Rectangle area)
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{
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Main.renderCount = (Main.renderCount + 1) % 4;
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this._timer.Start();
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TimeLogger.LightingTime(0, 0.0);
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switch (this._state)
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{
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case LightingEngine.EngineState.MinimapUpdate:
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if (Main.mapDelay > 0)
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--Main.mapDelay;
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else
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this.ExportToMiniMap();
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TimeLogger.LightingTime(1, this._timer.Elapsed.TotalMilliseconds);
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break;
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case LightingEngine.EngineState.ExportMetrics:
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area.Inflate(28, 28);
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Main.SceneMetrics.ScanAndExportToMain(new SceneMetricsScanSettings()
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{
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VisualScanArea = new Rectangle?(area),
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BiomeScanCenterPositionInWorld = new Vector2?(Main.LocalPlayer.Center),
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ScanOreFinderData = Main.LocalPlayer.accOreFinder
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});
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TimeLogger.LightingTime(2, this._timer.Elapsed.TotalMilliseconds);
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break;
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case LightingEngine.EngineState.Scan:
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this.ProcessScan(area);
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TimeLogger.LightingTime(3, this._timer.Elapsed.TotalMilliseconds);
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break;
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case LightingEngine.EngineState.Blur:
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this.ProcessBlur();
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this.Present();
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TimeLogger.LightingTime(4, this._timer.Elapsed.TotalMilliseconds);
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break;
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}
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this.IncrementState();
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this._timer.Reset();
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}
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private void IncrementState() => this._state = (LightingEngine.EngineState) ((int) (this._state + 1) % 4);
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private void ProcessScan(Rectangle area)
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{
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area.Inflate(28, 28);
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this._workingProcessedArea = area;
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this._workingLightMap.SetSize(area.Width, area.Height);
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this._workingLightMap.NonVisiblePadding = 18;
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this._tileScanner.Update();
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this._tileScanner.ExportTo(area, this._workingLightMap);
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}
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private void ProcessBlur()
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{
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this.UpdateLightDecay();
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this.ApplyPerFrameLights();
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this._workingLightMap.Blur();
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}
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private void Present()
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{
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Utils.Swap<LightMap>(ref this._activeLightMap, ref this._workingLightMap);
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Utils.Swap<Rectangle>(ref this._activeProcessedArea, ref this._workingProcessedArea);
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}
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private void UpdateLightDecay()
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{
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LightMap workingLightMap = this._workingLightMap;
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workingLightMap.LightDecayThroughAir = 0.91f;
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workingLightMap.LightDecayThroughSolid = 0.56f;
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workingLightMap.LightDecayThroughHoney = new Vector3(0.75f, 0.7f, 0.6f) * 0.91f;
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switch (Main.waterStyle)
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{
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case 0:
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case 1:
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case 7:
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case 8:
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workingLightMap.LightDecayThroughWater = new Vector3(0.88f, 0.96f, 1.015f) * 0.91f;
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break;
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case 2:
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workingLightMap.LightDecayThroughWater = new Vector3(0.94f, 0.85f, 1.01f) * 0.91f;
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break;
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case 3:
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workingLightMap.LightDecayThroughWater = new Vector3(0.84f, 0.95f, 1.015f) * 0.91f;
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break;
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case 4:
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workingLightMap.LightDecayThroughWater = new Vector3(0.9f, 0.86f, 1.01f) * 0.91f;
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break;
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case 5:
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workingLightMap.LightDecayThroughWater = new Vector3(0.84f, 0.99f, 1.01f) * 0.91f;
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break;
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case 6:
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workingLightMap.LightDecayThroughWater = new Vector3(0.83f, 0.93f, 0.98f) * 0.91f;
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break;
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case 9:
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workingLightMap.LightDecayThroughWater = new Vector3(1f, 0.88f, 0.84f) * 0.91f;
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break;
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case 10:
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workingLightMap.LightDecayThroughWater = new Vector3(0.83f, 1f, 1f) * 0.91f;
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break;
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case 12:
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workingLightMap.LightDecayThroughWater = new Vector3(0.95f, 0.98f, 0.85f) * 0.91f;
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break;
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}
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if (Main.player[Main.myPlayer].nightVision)
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{
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workingLightMap.LightDecayThroughAir *= 1.03f;
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workingLightMap.LightDecayThroughSolid *= 1.03f;
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}
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if (Main.player[Main.myPlayer].blind)
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{
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workingLightMap.LightDecayThroughAir *= 0.95f;
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workingLightMap.LightDecayThroughSolid *= 0.95f;
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}
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if (Main.player[Main.myPlayer].blackout)
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{
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workingLightMap.LightDecayThroughAir *= 0.85f;
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workingLightMap.LightDecayThroughSolid *= 0.85f;
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}
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if (!Main.player[Main.myPlayer].headcovered)
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return;
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workingLightMap.LightDecayThroughAir *= 0.85f;
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workingLightMap.LightDecayThroughSolid *= 0.85f;
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}
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private void ApplyPerFrameLights()
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{
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for (int index = 0; index < this._perFrameLights.Count; ++index)
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{
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Point position = this._perFrameLights[index].Position;
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if (this._workingProcessedArea.Contains(position))
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{
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Vector3 result = this._perFrameLights[index].Color;
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Vector3 workingLight = this._workingLightMap[position.X - this._workingProcessedArea.X, position.Y - this._workingProcessedArea.Y];
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Vector3.Max(ref workingLight, ref result, out result);
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this._workingLightMap[position.X - this._workingProcessedArea.X, position.Y - this._workingProcessedArea.Y] = result;
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}
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}
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this._perFrameLights.Clear();
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}
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public void Rebuild()
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{
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this._activeProcessedArea = Rectangle.Empty;
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this._workingProcessedArea = Rectangle.Empty;
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this._state = LightingEngine.EngineState.MinimapUpdate;
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this._activeLightMap = new LightMap();
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this._workingLightMap = new LightMap();
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}
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private void SetWorld(World world) => this._tileScanner = new TileLightScanner(world);
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private void ExportToMiniMap()
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{
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// ISSUE: object of a compiler-generated type is created
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// ISSUE: variable of a compiler-generated type
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LightingEngine.\u003C\u003Ec__DisplayClass24_0 cDisplayClass240 = new LightingEngine.\u003C\u003Ec__DisplayClass24_0();
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// ISSUE: reference to a compiler-generated field
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cDisplayClass240.\u003C\u003E4__this = this;
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if (!Main.mapEnabled || this._activeProcessedArea.Width <= 0 || this._activeProcessedArea.Height <= 0)
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return;
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// ISSUE: reference to a compiler-generated field
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cDisplayClass240.area = new Rectangle(this._activeProcessedArea.X + 28, this._activeProcessedArea.Y + 28, this._activeProcessedArea.Width - 56, this._activeProcessedArea.Height - 56);
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Rectangle rectangle = new Rectangle(0, 0, Main.maxTilesX, Main.maxTilesY);
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rectangle.Inflate(-Main.Map.BlackEdgeWidth, -Main.Map.BlackEdgeWidth);
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// ISSUE: reference to a compiler-generated field
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// ISSUE: reference to a compiler-generated field
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cDisplayClass240.area = Rectangle.Intersect(cDisplayClass240.area, rectangle);
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// ISSUE: reference to a compiler-generated field
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Main.mapMinX = cDisplayClass240.area.Left;
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// ISSUE: reference to a compiler-generated field
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Main.mapMinY = cDisplayClass240.area.Top;
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// ISSUE: reference to a compiler-generated field
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Main.mapMaxX = cDisplayClass240.area.Right;
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// ISSUE: reference to a compiler-generated field
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Main.mapMaxY = cDisplayClass240.area.Bottom;
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// ISSUE: reference to a compiler-generated field
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// ISSUE: reference to a compiler-generated field
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// ISSUE: method pointer
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FastParallel.For(cDisplayClass240.area.Left, cDisplayClass240.area.Right, new ParallelForAction((object) cDisplayClass240, __methodptr(\u003CExportToMiniMap\u003Eb__0)), (object) null);
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Main.updateMap = true;
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}
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private enum EngineState
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{
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MinimapUpdate,
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ExportMetrics,
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Scan,
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Blur,
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Max,
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}
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private struct PerFrameLight
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{
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public readonly Point Position;
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public readonly Vector3 Color;
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public PerFrameLight(Point position, Vector3 color)
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{
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this.Position = position;
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this.Color = color;
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}
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}
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}
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}
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