Lighting improvements: lightmap is drawn over all structures and blurred, flashlight item, OnContained statuseffects are also applied when the item is contained in a characterinventory
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@@ -13,9 +13,9 @@ namespace Barotrauma.Lights
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public Vector2 LightPos;
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public int ShadowVertexCount, PenumbraVertexCount;
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public int ShadowVertexCount;//, PenumbraVertexCount;
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public CachedShadow(VertexPositionColor[] shadowVertices, VertexPositionTexture[] penumbraVertices, Vector2 lightPos, int shadowVertexCount, int penumbraVertexCount)
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public CachedShadow(VertexPositionColor[] shadowVertices, Vector2 lightPos, int shadowVertexCount, int penumbraVertexCount)
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{
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//var ShadowVertices = new VertexPositionColor [shadowVertices.Count()];
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//shadowVertices.CopyTo(ShadowVertices, 0);
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@@ -24,7 +24,7 @@ namespace Barotrauma.Lights
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ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
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ShadowVertexCount = shadowVertexCount;
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PenumbraVertexCount = penumbraVertexCount;
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//PenumbraVertexCount = penumbraVertexCount;
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LightPos = lightPos;
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}
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@@ -46,17 +46,18 @@ namespace Barotrauma.Lights
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{
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public static List<ConvexHull> list = new List<ConvexHull>();
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static BasicEffect shadowEffect;
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static BasicEffect penumbraEffect;
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//static BasicEffect penumbraEffect;
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private Dictionary<LightSource, CachedShadow> cachedShadows;
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private Vector2[] vertices;
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private Vector2[] losVertices;
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private int primitiveCount;
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private bool[] backFacing;
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private VertexPositionColor[] shadowVertices;
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private VertexPositionTexture[] penumbraVertices;
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// private VertexPositionTexture[] penumbraVertices;
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int shadowVertexCount;
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@@ -88,26 +89,26 @@ namespace Barotrauma.Lights
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shadowEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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shadowEffect.VertexColorEnabled = true;
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}
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if (penumbraEffect == null)
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{
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penumbraEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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penumbraEffect.TextureEnabled = true;
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//shadowEffect.VertexColorEnabled = true;
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penumbraEffect.LightingEnabled = false;
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penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
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}
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//if (penumbraEffect == null)
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//{
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// penumbraEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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// penumbraEffect.TextureEnabled = true;
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// //shadowEffect.VertexColorEnabled = true;
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// penumbraEffect.LightingEnabled = false;
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// penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
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//}
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parentEntity = parent;
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cachedShadows = new Dictionary<LightSource, CachedShadow>();
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shadowVertices = new VertexPositionColor[6 * 2];
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penumbraVertices = new VertexPositionTexture[6];
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//penumbraVertices = new VertexPositionTexture[6];
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vertices = points;
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primitiveCount = vertices.Length;
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CalculateDimensions();
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//vertices = points;
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primitiveCount = points.Length;
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SetVertices(points);
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//CalculateDimensions();
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backFacing = new bool[primitiveCount];
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@@ -139,6 +140,7 @@ namespace Barotrauma.Lights
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for (int i = 0; i < vertices.Count(); i++)
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{
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vertices[i] += amount;
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losVertices[i] += amount;
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}
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CalculateDimensions();
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@@ -149,6 +151,26 @@ namespace Barotrauma.Lights
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ClearCachedShadows();
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vertices = points;
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losVertices = points;
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int margin = 7;
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if (Math.Abs(points[0].X - points[2].X) < Math.Abs(points[0].Y - points[1].Y))
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{
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losVertices = new Vector2[] {
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new Vector2(points[0].X+margin, points[0].Y),
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new Vector2(points[1].X+margin, points[1].Y),
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new Vector2(points[2].X-margin, points[2].Y),
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new Vector2(points[3].X-margin, points[3].Y)};
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}
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else
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{
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losVertices = new Vector2[] {
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new Vector2(points[0].X, points[0].Y +margin),
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new Vector2(points[1].X, points[1].Y - margin),
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new Vector2(points[2].X, points[2].Y - margin),
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new Vector2(points[3].X, points[3].Y + margin)};
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}
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CalculateDimensions();
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}
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@@ -191,6 +213,8 @@ namespace Barotrauma.Lights
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{
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shadowVertexCount = 0;
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var vertices = los ? losVertices : this.vertices;
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//compute facing of each edge, using N*L
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for (int i = 0; i < primitiveCount; i++)
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{
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@@ -205,7 +229,7 @@ namespace Barotrauma.Lights
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-(secondVertex.Y - firstVertex.Y),
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secondVertex.X - firstVertex.X);
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backFacing[i] = (Vector2.Dot(N, L) < 0);
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backFacing[i] = (Vector2.Dot(N, L) < 0) == los;
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}
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//find beginning and ending vertices which
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@@ -239,70 +263,76 @@ namespace Barotrauma.Lights
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{
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Vector3 vertexPos = new Vector3(vertices[currentIndex], 0.0f);
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int i = los ? svCount : svCount + 1;
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int j = los ? svCount + 1 : svCount;
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//one vertex on the hull
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shadowVertices[svCount] = new VertexPositionColor();
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shadowVertices[svCount].Color = los ? Color.Black : Color.Transparent;
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shadowVertices[svCount].Position = vertexPos;
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shadowVertices[i] = new VertexPositionColor();
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shadowVertices[i].Color = los ? Color.Black : Color.Transparent;
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shadowVertices[i].Position = vertexPos;
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//one extruded by the light direction
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shadowVertices[svCount + 1] = new VertexPositionColor();
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shadowVertices[svCount + 1].Color = los ? Color.Black : Color.Transparent;
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shadowVertices[j] = new VertexPositionColor();
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shadowVertices[j].Color = shadowVertices[i].Color;
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Vector3 L2P = vertexPos - new Vector3(lightSourcePos, 0);
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L2P.Normalize();
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shadowVertices[svCount + 1].Position = new Vector3(lightSourcePos, 0) + L2P * 9000;
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shadowVertices[j].Position = new Vector3(lightSourcePos, 0) + L2P * 9000;
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svCount += 2;
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currentIndex = (currentIndex + 1) % primitiveCount;
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}
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if (los)
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{
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CalculatePenumbraVertices(startingIndex, endingIndex, lightSourcePos, los);
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}
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//if (los)
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//{
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// CalculatePenumbraVertices(startingIndex, endingIndex, lightSourcePos, los);
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//}
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}
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private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los)
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{
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for (int n = 0; n < 4; n += 3)
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{
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Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
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//private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los)
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//{
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// for (int n = 0; n < 4; n += 3)
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// {
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// Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
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penumbraVertices[n] = new VertexPositionTexture();
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penumbraVertices[n].Position = penumbraStart;
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penumbraVertices[n].TextureCoordinate = new Vector2(0.0f, 1.0f);
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//penumbraVertices[0].te = fow ? Color.Black : Color.Transparent;
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// penumbraVertices[n] = new VertexPositionTexture();
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// penumbraVertices[n].Position = penumbraStart;
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// penumbraVertices[n].TextureCoordinate = new Vector2(0.0f, 1.0f);
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// //penumbraVertices[0].te = fow ? Color.Black : Color.Transparent;
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for (int i = 0; i < 2; i++)
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{
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penumbraVertices[n + i + 1] = new VertexPositionTexture();
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Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
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vertexDir.Normalize();
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// for (int i = 0; i < 2; i++)
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// {
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// penumbraVertices[n + i + 1] = new VertexPositionTexture();
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// Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
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// vertexDir.Normalize();
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Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f;
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if (n > 0) normal = -normal;
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// Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f;
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// if (n > 0) normal = -normal;
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vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
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vertexDir.Normalize();
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penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000;
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// vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
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// vertexDir.Normalize();
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// penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000;
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if (los)
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{
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penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
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}
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else
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{
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penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero;
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}
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}
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// if (los)
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// {
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// penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
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// }
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// else
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// {
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// penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero;
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// }
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// }
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if (n > 0)
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{
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var temp = penumbraVertices[4];
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penumbraVertices[4] = penumbraVertices[5];
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penumbraVertices[5] = temp;
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}
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}
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}
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// if (n > 0)
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// {
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// var temp = penumbraVertices[4];
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// penumbraVertices[4] = penumbraVertices[5];
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// penumbraVertices[5] = temp;
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// }
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// }
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//}
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public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, LightSource light, Matrix transform, bool los = true)
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{
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@@ -335,7 +365,7 @@ namespace Barotrauma.Lights
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}
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else
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{
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cachedShadow = new CachedShadow(shadowVertices, penumbraVertices, lightSourcePos, shadowVertexCount, 0);
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cachedShadow = new CachedShadow(shadowVertices, lightSourcePos, shadowVertexCount, 0);
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RemoveCachedShadow(light);
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cachedShadows.Add(light, cachedShadow);
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}
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@@ -386,15 +416,15 @@ namespace Barotrauma.Lights
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}
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if (los)
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{
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penumbraEffect.World = shadowEffect.World;
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penumbraEffect.CurrentTechnique.Passes[0].Apply();
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// if (los && false)
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// {
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// penumbraEffect.World = shadowEffect.World;
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// penumbraEffect.CurrentTechnique.Passes[0].Apply();
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#if WINDOWS
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graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, penumbraVertices, 0, 2, VertexPositionTexture.VertexDeclaration);
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#endif
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}
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//#if WINDOWS
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// graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, 0, 2, VertexPositionTexture.VertexDeclaration);
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//#endif
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// }
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}
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