LOS effect optimization/changes:
- Rendering the shadows instead of light volumes to avoid the expensive raycasts needed to calculate the light volume. - The LOS shadows are now rendered in two passes (fully obscured + penumbra) instead of each convex hull taking up 2 passes. TODO: fix linux
This commit is contained in:
@@ -6,41 +6,6 @@ using System.Diagnostics;
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namespace Barotrauma.Lights
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{
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/*class CachedShadow : IDisposable
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{
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public VertexBuffer ShadowBuffer;
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public Vector2 LightPos;
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public int ShadowVertexCount, 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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ShadowBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, 6*2, BufferUsage.None);
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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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LightPos = lightPos;
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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ShadowBuffer.Dispose();
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}
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}*/
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class ConvexHullList
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{
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private List<ConvexHull> list;
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@@ -107,27 +72,30 @@ namespace Barotrauma.Lights
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class ConvexHull
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{
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public static List<ConvexHullList> HullLists = new List<ConvexHullList>();
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static BasicEffect shadowEffect;
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static BasicEffect penumbraEffect;
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//private Dictionary<LightSource, CachedShadow> cachedShadows;
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public VertexBuffer ShadowBuffer;
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public static BasicEffect shadowEffect;
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public static BasicEffect penumbraEffect;
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Segment[] segments = new Segment[4];
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SegmentPoint[] vertices = new SegmentPoint[4];
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SegmentPoint[] losVertices = new SegmentPoint[4];
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//private Vector2[] vertices;
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//private Vector2[] losVertices;
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private bool[] backFacing;
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private bool[] ignoreEdge;
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private VertexPositionColor[] shadowVertices;
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private VertexPositionTexture[] penumbraVertices;
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int shadowVertexCount;
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public VertexPositionColor[] ShadowVertices
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{
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get { return shadowVertices; }
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}
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public VertexPositionTexture[] PenumbraVertices
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{
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get { return penumbraVertices; }
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}
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public int shadowVertexCount;
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private Entity parentEntity;
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@@ -399,8 +367,14 @@ namespace Barotrauma.Lights
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}
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}
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private void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
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public void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
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{
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Vector3 offset = Vector3.Zero;
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if (parentEntity != null && parentEntity.Submarine != null)
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{
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offset = new Vector3(parentEntity.Submarine.DrawPosition.X, parentEntity.Submarine.DrawPosition.Y, 0.0f);
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}
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shadowVertexCount = 0;
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var vertices = los ? losVertices : this.vertices;
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@@ -463,7 +437,7 @@ namespace Barotrauma.Lights
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//one vertex on the hull
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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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shadowVertices[i].Position = vertexPos+ offset;
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//one extruded by the light direction
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shadowVertices[j] = new VertexPositionColor();
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@@ -472,7 +446,7 @@ namespace Barotrauma.Lights
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Vector3 L2P = vertexPos - new Vector3(lightSourcePos, 0);
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L2P.Normalize();
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shadowVertices[j].Position = new Vector3(lightSourcePos, 0) + L2P * 9000;
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shadowVertices[j].Position = new Vector3(lightSourcePos, 0) + L2P * 9000 + offset;
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svCount += 2;
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currentIndex = (currentIndex + 1) % 4;
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@@ -486,12 +460,18 @@ namespace Barotrauma.Lights
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private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los)
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{
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Vector3 offset = Vector3.Zero;
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if (parentEntity != null && parentEntity.Submarine != null)
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{
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offset = new Vector3(parentEntity.Submarine.DrawPosition.X, parentEntity.Submarine.DrawPosition.Y, 0.0f);
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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].Pos : vertices[endingIndex].Pos, 0.0f);
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penumbraVertices[n] = new VertexPositionTexture();
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penumbraVertices[n].Position = penumbraStart;
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penumbraVertices[n].Position = penumbraStart + offset;
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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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@@ -506,7 +486,7 @@ namespace Barotrauma.Lights
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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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penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000 + offset;
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if (los)
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{
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@@ -531,7 +511,7 @@ namespace Barotrauma.Lights
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{
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List<ConvexHull> list = new List<ConvexHull>();
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foreach (ConvexHullList chList in ConvexHull.HullLists)
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foreach (ConvexHullList chList in HullLists)
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{
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Vector2 lightPos = position;
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if (ParentSub == null)
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@@ -581,85 +561,7 @@ namespace Barotrauma.Lights
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return list;
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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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if (!Enabled) return;
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Vector2 lightSourcePos = light.Position;
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if (parentEntity != null && parentEntity.Submarine != null)
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{
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if (light.ParentSub == null)
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{
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lightSourcePos -= parentEntity.Submarine.Position;
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}
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else if (light.ParentSub != parentEntity.Submarine)
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{
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lightSourcePos += (light.ParentSub.Position-parentEntity.Submarine.Position);
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}
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}
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CalculateShadowVertices(lightSourcePos, los);
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ShadowBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, 6 * 2, BufferUsage.None);
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ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
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graphicsDevice.SetVertexBuffer(ShadowBuffer);
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shadowVertexCount = shadowVertices.Length;
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DrawShadows(graphicsDevice, cam, transform, los);
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}
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public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Vector2 lightSourcePos, Matrix transform, bool los = true)
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{
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if (!Enabled) return;
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if (parentEntity != null && parentEntity.Submarine != null) lightSourcePos -= parentEntity.Submarine.Position;
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CalculateShadowVertices(lightSourcePos, los);
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DrawShadows(graphicsDevice, cam, transform, los);
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}
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private void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Matrix transform, bool los = true)
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{
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Vector3 offset = Vector3.Zero;
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if (parentEntity != null && parentEntity.Submarine != null)
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{
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offset = new Vector3(parentEntity.Submarine.DrawPosition.X, parentEntity.Submarine.DrawPosition.Y, 0.0f);
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}
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if (shadowVertexCount>0)
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{
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shadowEffect.World = Matrix.CreateTranslation(offset) * transform;
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if (los)
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{
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shadowEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertexCount * 2 - 2, VertexPositionColor.VertexDeclaration);
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}
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else
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{
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shadowEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, shadowVertexCount * 2 - 2);
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}
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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 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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}
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public void Remove()
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{
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var chList = HullLists.Find(x => x.Submarine == parentEntity.Submarine);
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