Optimized GameScreen.DrawMap
- Downscaled lightmap, since blurring will make this unnoticeable anyway (TODO: make this optional) - Render LOS in fewer passes by using a shader - Use light volume to calculate LOS - This also means we can use the override texture to render the diving suit obstruct effect - Don't render bunks and labels onto LOS background (TODO: add the option to render back into the LOS background, i.e. just use multiplicative blending as if it was the lightmap) - Prefer SpriteSortMode.Deferred over all others, prefer SamplerState.LinearClamp/PointClamp over all others - Remove shader blur in favor of geometry blur (TODO: improve on this further, right now it has a few artifacts) - Trim light volumes - Do some weird shit with the background particles (use DrawTiled instead of relying on SamplerState.LinearWrap, because that's faster somehow :/ ) - Pressing up/down in the console only returns a typed command now
This commit is contained in:
@@ -1,4 +1,4 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using System.Linq;
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@@ -23,7 +23,17 @@ namespace Barotrauma.Lights
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public Color AmbientLight;
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RenderTarget2D lightMap, losTexture;
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private float lightmapScale = 0.5f;
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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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{
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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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@@ -36,8 +46,9 @@ namespace Barotrauma.Lights
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public bool LightingEnabled = true;
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public bool ObstructVision;
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LightSource losSource;
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private Texture2D visionCircle;
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private Sprite visionCircle;
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private Dictionary<Hull, Color> hullAmbientLights;
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private Dictionary<Hull, Color> smoothedHullAmbientLights;
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@@ -50,21 +61,26 @@ 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 = 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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GameMain.GraphicsWidth, GameMain.GraphicsHeight, false,
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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, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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losTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false, SurfaceFormat.Alpha8, DepthFormat.None);
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losSource = new LightSource(Vector2.Zero, GameMain.GraphicsWidth, Color.White, null, false);
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losSource.texture = new Texture2D(graphics, 1, 1);
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losSource.texture.SetData(new Color[] { Color.White });// fill the texture with white
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if (lightEffect == null)
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{
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lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
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lightEffect.VertexColorEnabled = false;
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lightEffect.VertexColorEnabled = true;
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lightEffect.TextureEnabled = true;
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lightEffect.Texture = LightSource.LightTexture;
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@@ -141,9 +157,9 @@ namespace Barotrauma.Lights
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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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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
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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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@@ -158,8 +174,8 @@ namespace Barotrauma.Lights
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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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//GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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if (Character.Controlled != null)
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{
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@@ -201,56 +217,43 @@ namespace Barotrauma.Lights
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public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
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{
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if (!LosEnabled && !ObstructVision) return;
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if (!LosEnabled || ViewTarget == null) return;
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graphics.SetRenderTarget(losTexture);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
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//--------------------------------------
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graphics.Clear(Color.Black);
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if (ObstructVision)
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{
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//graphics.Clear(Color.Black);
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Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
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diff.Y = -diff.Y;
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float rotation = MathUtils.VectorToAngle(diff);
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Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length()/256.0f, 2.0f, 5.0f), 2.0f);
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spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
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new Vector2(LightSource.LightTexture.Width*0.2f, LightSource.LightTexture.Height/2), scale, SpriteEffects.None, 0.0f);
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Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length() / 256.0f, 2.0f, 5.0f), 2.0f) * 0.3f;
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visionCircle.size = new Vector2(visionCircle.SourceRect.Width * scale.X, visionCircle.SourceRect.Height * scale.Y);
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losSource.overrideLightTexture = visionCircle;
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losSource.Rotation = rotation;
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}
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else
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{
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graphics.Clear(Color.White);
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losSource.overrideLightTexture = null;
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}
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spriteBatch.End();
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graphics.BlendState = BlendState.Additive;
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//--------------------------------------
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Vector2 pos = ViewTarget.Position;
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losSource.Position = pos;
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losSource.NeedsRecalculation = true;
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losSource.ParentSub = ViewTarget.Submarine;
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if (LosEnabled && ViewTarget != null)
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{
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Vector2 pos = ViewTarget.WorldPosition;
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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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losSource.Draw(spriteBatch, lightEffect, transform);
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Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
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graphics.BlendState = BlendState.AlphaBlend;
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Matrix shadowTransform = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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var convexHulls = ConvexHull.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
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if (convexHulls != null)
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{
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foreach (ConvexHull convexHull in convexHulls)
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{
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if (!convexHull.Intersects(camView)) continue;
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//if (!camView.Intersects(convexHull.BoundingBox)) continue;
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convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
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}
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}
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}
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graphics.SetRenderTarget(null);
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}
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@@ -338,22 +341,11 @@ namespace Barotrauma.Lights
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{
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if (!LightingEnabled) return;
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
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spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, null);
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spriteBatch.Draw(lightMap, new Rectangle(0,0,GameMain.GraphicsWidth,GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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}
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public void DrawLOS(SpriteBatch spriteBatch, Effect effect,bool renderingBackground)
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{
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if (!LosEnabled || ViewTarget == null) return;
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spriteBatch.Begin(SpriteSortMode.Deferred, renderingBackground ? CustomBlendStates.LOS : CustomBlendStates.Multiplicative, null, null, null, effect);
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spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
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spriteBatch.End();
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if (!renderingBackground) ObstructVision = false;
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}
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public void ClearLights()
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{
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lights.Clear();
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@@ -376,16 +368,10 @@ namespace Barotrauma.Lights
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MultiplyWithAlpha = new BlendState();
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MultiplyWithAlpha.ColorDestinationBlend = MultiplyWithAlpha.AlphaDestinationBlend = Blend.One;
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MultiplyWithAlpha.ColorSourceBlend = MultiplyWithAlpha.AlphaSourceBlend = Blend.DestinationAlpha;
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LOS = new BlendState();
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LOS.ColorSourceBlend = LOS.AlphaSourceBlend = Blend.Zero;
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LOS.ColorDestinationBlend = LOS.AlphaDestinationBlend = Blend.InverseSourceColor;
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LOS.ColorBlendFunction = LOS.AlphaBlendFunction = BlendFunction.Add;
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}
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public static BlendState Multiplicative { get; private set; }
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public static BlendState WriteToAlpha { get; private set; }
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public static BlendState MultiplyWithAlpha { get; private set; }
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public static BlendState LOS { get; private set; }
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}
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}
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