38f1ddb...178a853: v0.8.9.1, removed content folder
This commit is contained in:
@@ -3,6 +3,8 @@ using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Content;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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using Barotrauma.Items.Components;
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namespace Barotrauma.Lights
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{
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@@ -11,6 +13,15 @@ namespace Barotrauma.Lights
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private const float AmbientLightUpdateInterval = 0.2f;
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private const float AmbientLightFalloff = 0.8f;
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/// <summary>
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/// Enables a feature that makes lights inside the hull increase the brightness of the entire hull
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/// and adjacent ones to some extent, if there are gaps for the lights to pass through.
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/// Prevents unnaturally dark looking shadows in otherwise well-lit submarines, but disabled at least for
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/// the time being because it makes the lighting behave unpredictably and may cause rooms to appear
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/// excessively bright if different lighting conditions aren't tested and accounted for.
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/// </summary>
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private static bool UseHullSpecificAmbientLight = false;
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private static Entity viewTarget;
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public static Entity ViewTarget
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@@ -22,38 +33,44 @@ namespace Barotrauma.Lights
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}
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}
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private float currLightMapScale;
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public Color AmbientLight;
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private float lightmapScale = 0.5f;
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public RenderTarget2D lightMap
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public RenderTarget2D LightMap
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{
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get;
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private set;
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}
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public RenderTarget2D losTexture
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public RenderTarget2D SpecularMap
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{
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get;
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private set;
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}
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public RenderTarget2D LosTexture
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{
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get;
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private set;
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}
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BasicEffect lightEffect;
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private BasicEffect lightEffect;
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public Effect LosEffect
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{
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get; private set;
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}
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private static Texture2D alphaClearTexture;
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private List<LightSource> lights;
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public bool LosEnabled = true;
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public LosMode LosMode = LosMode.Transparent;
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public bool LightingEnabled = true;
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public bool ObstructVision;
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private Texture2D visionCircle;
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private Dictionary<Hull, Color> hullAmbientLights;
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private Dictionary<Hull, Color> smoothedHullAmbientLights;
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@@ -67,22 +84,17 @@ namespace Barotrauma.Lights
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AmbientLight = new Color(20, 20, 20, 255);
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
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//visionCircle = new Sprite("Content/Lights/visioncircle.png", new Vector2(0.2f, 0.5f));
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var pp = graphics.PresentationParameters;
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lightMap = new RenderTarget2D(graphics,
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(int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false,
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pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
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RenderTargetUsage.DiscardContents);
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losTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false, SurfaceFormat.Color, DepthFormat.None);
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CreateRenderTargets(graphics);
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GameMain.Instance.OnResolutionChanged += () =>
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{
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CreateRenderTargets(graphics);
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};
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#if WINDOWS
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LosEffect = content.Load<Effect>("losshader");
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LosEffect = content.Load<Effect>("Effects/losshader");
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#else
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LosEffect = content.Load<Effect>("losshader_opengl");
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LosEffect = content.Load<Effect>("Effects/losshader_opengl");
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#endif
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if (lightEffect == null)
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@@ -96,16 +108,33 @@ namespace Barotrauma.Lights
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hullAmbientLights = new Dictionary<Hull, Color>();
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smoothedHullAmbientLights = new Dictionary<Hull, Color>();
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}
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if (alphaClearTexture == null)
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{
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alphaClearTexture = TextureLoader.FromFile("Content/Lights/alphaOne.png");
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}
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private void CreateRenderTargets(GraphicsDevice graphics)
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{
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var pp = graphics.PresentationParameters;
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currLightMapScale = GameMain.Config.LightMapScale;
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LightMap?.Dispose();
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LightMap = new RenderTarget2D(graphics,
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(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale), (int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false,
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pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
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RenderTargetUsage.DiscardContents);
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SpecularMap?.Dispose();
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SpecularMap = new RenderTarget2D(graphics,
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(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale), (int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false,
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pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
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RenderTargetUsage.DiscardContents);
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LosTexture?.Dispose();
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LosTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale), (int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false, SurfaceFormat.Color, DepthFormat.None);
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}
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public void AddLight(LightSource light)
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{
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lights.Add(light);
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if (!lights.Contains(light)) lights.Add(light);
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}
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public void RemoveLight(LightSource light)
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@@ -124,82 +153,126 @@ namespace Barotrauma.Lights
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public void Update(float deltaTime)
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{
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if (ambientLightUpdateTimer > 0.0f)
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if (UseHullSpecificAmbientLight)
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{
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ambientLightUpdateTimer -= deltaTime;
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}
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else
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{
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CalculateAmbientLights();
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ambientLightUpdateTimer = AmbientLightUpdateInterval;
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}
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foreach (Hull hull in hullAmbientLights.Keys)
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{
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if (!smoothedHullAmbientLights.ContainsKey(hull))
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if (ambientLightUpdateTimer > 0.0f)
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{
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smoothedHullAmbientLights.Add(hull, Color.TransparentBlack);
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ambientLightUpdateTimer -= deltaTime;
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}
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else
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{
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CalculateAmbientLights();
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ambientLightUpdateTimer = AmbientLightUpdateInterval;
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}
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}
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foreach (Hull hull in smoothedHullAmbientLights.Keys.ToList())
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{
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Color targetColor = Color.TransparentBlack;
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foreach (Hull hull in hullAmbientLights.Keys)
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{
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if (!smoothedHullAmbientLights.ContainsKey(hull))
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{
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smoothedHullAmbientLights.Add(hull, Color.TransparentBlack);
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}
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}
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hullAmbientLights.TryGetValue(hull, out targetColor);
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smoothedHullAmbientLights[hull] = Color.Lerp(smoothedHullAmbientLights[hull], targetColor, deltaTime);
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foreach (Hull hull in smoothedHullAmbientLights.Keys.ToList())
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{
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Color targetColor = Color.TransparentBlack;
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hullAmbientLights.TryGetValue(hull, out targetColor);
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smoothedHullAmbientLights[hull] = Color.Lerp(smoothedHullAmbientLights[hull], targetColor, deltaTime);
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}
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}
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}
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public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Effect blur)
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private List<LightSource> activeLights = new List<LightSource>(capacity: 100);
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public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, RenderTarget2D backgroundObstructor = null)
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{
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if (!LightingEnabled) return;
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graphics.SetRenderTarget(lightMap);
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Rectangle viewRect = cam.WorldView;
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viewRect.Y -= cam.WorldView.Height;
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//clear to some small ambient light
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graphics.Clear(AmbientLight);
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graphics.BlendState = BlendState.Additive;
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform * Matrix.CreateScale(new Vector3(lightmapScale, lightmapScale, 1.0f)));
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if (Math.Abs(currLightMapScale - GameMain.Config.LightMapScale) > 0.01f)
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{
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//lightmap scale has changed -> recreate render targets
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CreateRenderTargets(graphics);
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}
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Matrix spriteBatchTransform = cam.Transform * Matrix.CreateScale(new Vector3(GameMain.Config.LightMapScale, GameMain.Config.LightMapScale, 1.0f));
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Matrix transform = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
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if (GameMain.Config.SpecularityEnabled)
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{
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UpdateSpecularMap(graphics, spriteBatch, spriteBatchTransform, cam, backgroundObstructor);
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}
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graphics.SetRenderTarget(LightMap);
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Rectangle viewRect = cam.WorldView;
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viewRect.Y -= cam.WorldView.Height;
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//check which lights need to be drawn
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activeLights.Clear();
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foreach (LightSource light in lights)
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{
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if (light.Color.A < 1 || light.Range < 1.0f || !light.Enabled) continue;
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if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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light.Draw(spriteBatch, lightEffect, transform);
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activeLights.Add(light);
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}
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lightEffect.World = Matrix.CreateTranslation(offset) * transform;
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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foreach (Hull hull in smoothedHullAmbientLights.Keys)
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//clear the lightmap
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graphics.Clear(Color.Black);
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graphics.BlendState = BlendState.Additive;
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//draw background lights
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//---------------------------------------------------------------------------------------------------
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bool backgroundSpritesDrawn = false;
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
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foreach (LightSource light in activeLights)
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{
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if (smoothedHullAmbientLights[hull].A < 0.01f) continue;
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if (!light.IsBackground) continue;
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light.DrawSprite(spriteBatch, cam);
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light.DrawLightVolume(spriteBatch, lightEffect, transform);
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backgroundSpritesDrawn = true;
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}
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GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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var drawRect =
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hull.Submarine == null ?
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hull.Rect :
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new Rectangle((int)(hull.Submarine.DrawPosition.X + hull.Rect.X), (int)(hull.Submarine.DrawPosition.Y + hull.Rect.Y), hull.Rect.Width, hull.Rect.Height);
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//draw a black rectangle on hulls to hide background lights behind subs
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//---------------------------------------------------------------------------------------------------
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(hull.Rect.Width, hull.Rect.Height),
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smoothedHullAmbientLights[hull], true);
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Dictionary<Hull, Rectangle> visibleHulls = null;
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if (backgroundSpritesDrawn)
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{
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if (backgroundObstructor != null)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
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spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
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(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
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spriteBatch.End();
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}
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else
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{
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visibleHulls = GetVisibleHulls(cam);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
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foreach (Rectangle drawRect in visibleHulls.Values)
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{
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//TODO: draw some sort of smoothed rectangle
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(drawRect.Width, drawRect.Height),
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Color.Black, true);
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}
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spriteBatch.End();
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}
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graphics.BlendState = BlendState.Additive;
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}
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//draw the focused item and character to highlight them,
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//and light sprites (done before drawing the actual light volumes so we can make characters obstruct the highlights and sprites)
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//---------------------------------------------------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
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if (Character.Controlled != null)
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{
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if (Character.Controlled.FocusedItem != null)
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@@ -208,7 +281,7 @@ namespace Barotrauma.Lights
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}
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if (Character.Controlled.FocusedCharacter != null)
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{
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Character.Controlled.FocusedCharacter.Draw(spriteBatch);
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Character.Controlled.FocusedCharacter.Draw(spriteBatch, cam);
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}
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foreach (Item item in Item.ItemList)
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@@ -218,33 +291,182 @@ namespace Barotrauma.Lights
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item.Draw(spriteBatch, false, true);
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}
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}
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}
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Vector2 drawPos = Character.Controlled.DrawPosition;
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drawPos.Y = -drawPos.Y;
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foreach (LightSource light in activeLights)
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{
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if (light.IsBackground) continue;
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light.DrawSprite(spriteBatch, cam);
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}
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spriteBatch.End();
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//draw characters to obstruct the highlighted items/characters and light sprites
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//---------------------------------------------------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, transformMatrix: spriteBatchTransform);
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foreach (Character character in Character.CharacterList)
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{
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if (character.CurrentHull == null || !character.Enabled) continue;
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if (Character.Controlled?.FocusedCharacter == character) continue;
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foreach (Limb limb in character.AnimController.Limbs)
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{
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limb.Draw(spriteBatch, cam, Color.Black);
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}
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}
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spriteBatch.End();
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graphics.BlendState = BlendState.Additive;
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//draw the actual light volumes, additive particles, hull ambient lights and the halo around the player
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//---------------------------------------------------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
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GUI.DrawRectangle(spriteBatch, new Rectangle(cam.WorldView.X, -cam.WorldView.Y, cam.WorldView.Width, cam.WorldView.Height), AmbientLight, isFilled:true);
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foreach (ElectricalDischarger discharger in ElectricalDischarger.List)
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{
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discharger.DrawElectricity(spriteBatch);
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}
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foreach (LightSource light in activeLights)
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{
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if (light.IsBackground) continue;
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light.DrawLightVolume(spriteBatch, lightEffect, transform);
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}
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Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
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lightEffect.World = Matrix.CreateTranslation(Vector3.Zero) * transform;
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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if (UseHullSpecificAmbientLight)
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{
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if (visibleHulls == null)
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{
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visibleHulls = GetVisibleHulls(cam);
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}
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foreach (Hull hull in smoothedHullAmbientLights.Keys)
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{
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if (smoothedHullAmbientLights[hull].A < 0.01f) continue;
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if (!visibleHulls.TryGetValue(hull, out Rectangle drawRect)) continue;
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(hull.Rect.Width, hull.Rect.Height),
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smoothedHullAmbientLights[hull], true);
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}
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}
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if (Character.Controlled != null)
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{
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Vector2 haloDrawPos = Character.Controlled.DrawPosition;
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haloDrawPos.Y = -haloDrawPos.Y;
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//ambient light decreases the brightness of the halo (no need for a bright halo if the ambient light is bright enough)
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float ambientBrightness = (AmbientLight.R + AmbientLight.B + AmbientLight.G) / 255.0f / 3.0f;
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Color haloColor = Color.White * (1.0f - ambientBrightness);
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spriteBatch.Draw(
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LightSource.LightTexture, drawPos, null, haloColor * 0.4f, 0.0f,
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new Vector2(LightSource.LightTexture.Width / 2, LightSource.LightTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f);
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Color haloColor = Color.White * (0.4f - ambientBrightness);
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if (haloColor.A > 0)
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{
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spriteBatch.Draw(
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LightSource.LightTexture, haloDrawPos, null, haloColor, 0.0f,
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new Vector2(LightSource.LightTexture.Width / 2, LightSource.LightTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f);
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}
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}
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spriteBatch.End();
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if (GameMain.Config.SpecularityEnabled)
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{
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spriteBatch.Begin(blendState: CustomBlendStates.Multiplicative);
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spriteBatch.Draw(SpecularMap, Vector2.Zero, Color.White);
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//spriteBatch.Draw(SpecularMap, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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//draw the actual light volumes, additive particles, hull ambient lights and the halo around the player
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//---------------------------------------------------------------------------------------------------
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graphics.SetRenderTarget(null);
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graphics.BlendState = BlendState.AlphaBlend;
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}
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public void UpdateSpecularMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Matrix spriteBatchTransform, Camera cam, RenderTarget2D backgroundObstructor = null)
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{
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graphics.SetRenderTarget(SpecularMap);
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//clear the lightmap
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graphics.Clear(Color.Gray);
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graphics.BlendState = BlendState.AlphaBlend;
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spriteBatch.Begin(sortMode: SpriteSortMode.Deferred, blendState: BlendState.AlphaBlend, transformMatrix: spriteBatchTransform);
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if (Level.Loaded != null)
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{
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Level.Loaded.LevelObjectManager.DrawObjects(spriteBatch, cam, drawFront: false, specular: true);
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}
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Dictionary<Hull, Rectangle> visibleHulls = new Dictionary<Hull, Rectangle>();
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foreach (Hull hull in Hull.hullList)
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{
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var drawRect =
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hull.Submarine == null ?
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hull.Rect :
|
||||
new Rectangle((int)(hull.Submarine.DrawPosition.X + hull.Rect.X), (int)(hull.Submarine.DrawPosition.Y + hull.Rect.Y), hull.Rect.Width, hull.Rect.Height);
|
||||
|
||||
if (drawRect.Right < cam.WorldView.X || drawRect.X > cam.WorldView.Right ||
|
||||
drawRect.Y - drawRect.Height > cam.WorldView.Y || drawRect.Y < cam.WorldView.Y - cam.WorldView.Height)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
visibleHulls.Add(hull, drawRect);
|
||||
}
|
||||
|
||||
foreach (Rectangle drawRect in visibleHulls.Values)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X, -drawRect.Y),
|
||||
new Vector2(drawRect.Width, drawRect.Height),
|
||||
Color.Gray, true);
|
||||
}
|
||||
spriteBatch.End();
|
||||
|
||||
//TODO: use renderTargetFront to obstruct the things behind the sub (has to be drawn with a solid gray color)
|
||||
/*spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
|
||||
spriteBatch.Draw(renderTargetFront, new Rectangle(0, 0,
|
||||
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.White);
|
||||
spriteBatch.End();*/
|
||||
|
||||
//TODO: specular maps for level walls
|
||||
Level.Loaded?.Renderer?.RenderWalls(graphics, cam, specular: true);
|
||||
|
||||
graphics.SetRenderTarget(null);
|
||||
graphics.BlendState = BlendState.AlphaBlend;
|
||||
}
|
||||
|
||||
private Dictionary<Hull, Rectangle> GetVisibleHulls(Camera cam)
|
||||
{
|
||||
Dictionary<Hull, Rectangle> visibleHulls = new Dictionary<Hull, Rectangle>();
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
var drawRect =
|
||||
hull.Submarine == null ?
|
||||
hull.Rect :
|
||||
new Rectangle((int)(hull.Submarine.DrawPosition.X + hull.Rect.X), (int)(hull.Submarine.DrawPosition.Y + hull.Rect.Y), hull.Rect.Width, hull.Rect.Height);
|
||||
|
||||
if (drawRect.Right < cam.WorldView.X || drawRect.X > cam.WorldView.Right ||
|
||||
drawRect.Y - drawRect.Height > cam.WorldView.Y || drawRect.Y < cam.WorldView.Y - cam.WorldView.Height)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
visibleHulls.Add(hull, drawRect);
|
||||
}
|
||||
return visibleHulls;
|
||||
}
|
||||
|
||||
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
|
||||
{
|
||||
if (!LosEnabled && !ObstructVision) return;
|
||||
if ((!LosEnabled || LosMode == LosMode.None) && !ObstructVision) return;
|
||||
if (ViewTarget == null) return;
|
||||
|
||||
graphics.SetRenderTarget(losTexture);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform * Matrix.CreateScale(new Vector3(lightmapScale, lightmapScale, 1.0f)));
|
||||
|
||||
graphics.SetRenderTarget(LosTexture);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cam.Transform * Matrix.CreateScale(new Vector3(GameMain.Config.LightMapScale, GameMain.Config.LightMapScale, 1.0f)));
|
||||
if (ObstructVision)
|
||||
{
|
||||
graphics.Clear(Color.Black);
|
||||
@@ -256,7 +478,7 @@ namespace Barotrauma.Lights
|
||||
MathHelper.Clamp(diff.Length() / 256.0f, 2.0f, 5.0f), 2.0f);
|
||||
|
||||
spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
|
||||
new Vector2(LightSource.LightTexture.Width * 0.2f, LightSource.LightTexture.Height / 2), scale, SpriteEffects.None, 0.0f);
|
||||
new Vector2(visionCircle.Width * 0.2f, visionCircle.Height / 2), scale, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -267,7 +489,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
//--------------------------------------
|
||||
|
||||
if (LosEnabled && ViewTarget != null)
|
||||
if (LosEnabled && LosMode != LosMode.None && ViewTarget != null)
|
||||
{
|
||||
Vector2 pos = ViewTarget.WorldPosition;
|
||||
|
||||
@@ -335,7 +557,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
if (light.Color.A < 1f || light.Range < 1.0f) continue;
|
||||
if (light.Color.A < 1f || light.Range < 1.0f || light.IsBackground) continue;
|
||||
|
||||
var newAmbientLights = AmbientLightHulls(light);
|
||||
foreach (Hull hull in newAmbientLights.Keys)
|
||||
@@ -367,7 +589,7 @@ namespace Barotrauma.Lights
|
||||
var hull = Hull.FindHull(light.WorldPosition);
|
||||
if (hull == null) return hullAmbientLight;
|
||||
|
||||
return AmbientLightHulls(hull, hullAmbientLight, light.Color * (light.Range / 2000.0f));
|
||||
return AmbientLightHulls(hull, hullAmbientLight, light.Color * Math.Min(light.Range / 1000.0f, 1.0f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -419,27 +641,14 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
static CustomBlendStates()
|
||||
{
|
||||
Multiplicative = new BlendState();
|
||||
Multiplicative.ColorSourceBlend = Multiplicative.AlphaSourceBlend = Blend.Zero;
|
||||
Multiplicative.ColorDestinationBlend = Multiplicative.AlphaDestinationBlend = Blend.SourceColor;
|
||||
Multiplicative.ColorBlendFunction = Multiplicative.AlphaBlendFunction = BlendFunction.Add;
|
||||
|
||||
WriteToAlpha = new BlendState();
|
||||
WriteToAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
|
||||
|
||||
MultiplyWithAlpha = new BlendState();
|
||||
MultiplyWithAlpha.ColorDestinationBlend = MultiplyWithAlpha.AlphaDestinationBlend = Blend.One;
|
||||
MultiplyWithAlpha.ColorSourceBlend = MultiplyWithAlpha.AlphaSourceBlend = Blend.DestinationAlpha;
|
||||
|
||||
LOS = new BlendState();
|
||||
LOS.ColorSourceBlend = LOS.AlphaSourceBlend = Blend.Zero;
|
||||
LOS.ColorDestinationBlend = LOS.AlphaDestinationBlend = Blend.InverseSourceColor;
|
||||
LOS.ColorBlendFunction = LOS.AlphaBlendFunction = BlendFunction.Add;
|
||||
Multiplicative = new BlendState
|
||||
{
|
||||
ColorSourceBlend = Blend.DestinationColor,
|
||||
ColorDestinationBlend = Blend.SourceColor,
|
||||
ColorBlendFunction = BlendFunction.Add
|
||||
};
|
||||
}
|
||||
public static BlendState Multiplicative { get; private set; }
|
||||
public static BlendState WriteToAlpha { get; private set; }
|
||||
public static BlendState MultiplyWithAlpha { get; private set; }
|
||||
public static BlendState LOS { get; private set; }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user