terraria-source-code/Graphics/Light/LightingEngine.cs
2021-10-26 12:45:26 -04:00

249 lines
9.3 KiB
C#

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