v0.1
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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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namespace Subsurface.Lights
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{
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class LightManager
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{
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public static Vector2 ViewPos;
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public Color AmbientLight;
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RenderTarget2D lightMap;
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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 bool LightingEnabled = true;
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public RenderTarget2D LightMap
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{
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get { return lightMap; }
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}
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public LightManager(GraphicsDevice graphics)
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{
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lights = new List<LightSource>();
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AmbientLight = new Color(80, 80, 80, 255);
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var pp = graphics.PresentationParameters;
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lightMap = new RenderTarget2D(graphics, Game1.GraphicsWidth, Game1.GraphicsHeight, false,
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pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
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RenderTargetUsage.DiscardContents);
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if (alphaClearTexture==null)
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{
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alphaClearTexture = Game1.TextureLoader.FromFile("Content/Lights/alphaOne.png");
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}
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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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}
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public void RemoveLight(LightSource light)
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{
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lights.Remove(light);
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}
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public void DrawLOS(GraphicsDevice graphics, Camera cam, Vector2 pos)
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{
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if (!LosEnabled) return;
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foreach (ConvexHull convexHull in ConvexHull.list)
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{
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convexHull.DrawShadows(graphics, cam, pos);
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}
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}
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public void DrawLightmap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
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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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//clear to some small ambient light
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graphics.Clear(AmbientLight);
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foreach (LightSource light in lights)
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{
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if (light.Color.A < 0.01f || light.Range < 0.01f) continue;
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//clear alpha to 1
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ClearAlphaToOne(graphics, spriteBatch);
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if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, viewRect)) continue;
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//draw all shadows
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//write only to the alpha channel, which sets alpha to 0
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graphics.RasterizerState = RasterizerState.CullNone;
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graphics.BlendState = CustomBlendStates.WriteToAlpha;
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foreach (ConvexHull ch in ConvexHull.list)
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{
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//draw shadow
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ch.DrawShadows(graphics, cam, light.Position, false);
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}
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//draw the light shape
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//where Alpha is 0, nothing will be written
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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light.Draw(spriteBatch);
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spriteBatch.End();
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}
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//clear alpha, to avoid messing stuff up later
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ClearAlphaToOne(graphics, spriteBatch);
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graphics.SetRenderTarget(null);
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}
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private void ClearAlphaToOne(GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.WriteToAlpha);
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spriteBatch.Draw(alphaClearTexture, new Rectangle(0, 0,graphics.Viewport.Width, graphics.Viewport.Height), Color.White);
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spriteBatch.End();
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}
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}
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class CustomBlendStates
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{
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static CustomBlendStates()
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{
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Multiplicative = new BlendState();
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Multiplicative.ColorSourceBlend = Multiplicative.AlphaSourceBlend = Blend.Zero;
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Multiplicative.ColorDestinationBlend = Multiplicative.AlphaDestinationBlend = Blend.SourceColor;
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Multiplicative.ColorBlendFunction = Multiplicative.AlphaBlendFunction = BlendFunction.Add;
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WriteToAlpha = new BlendState();
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WriteToAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
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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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}
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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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}
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}
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