using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Collections.Generic; using System.Linq; using System; using Barotrauma.Items.Components; using Barotrauma.Extensions; namespace Barotrauma.Lights { class LightManager { /// /// How many light sources are allowed to recalculate their light volumes per frame. /// Pending calculations will be done on subsequent frames, starting from the light sources that have been waiting for a recalculation the longest. /// const int MaxLightVolumeRecalculationsPerFrame = 5; /// /// If zoomed further out than this, characters no longer obstruct lights behind them. /// Improves performance, and isn't very noticeable if we do it after zoomed far out enough. /// const float ObstructLightsBehindCharactersZoomThreshold = 0.5f; public static Entity ViewTarget { get; set; } private float currLightMapScale; public Color AmbientLight; public RenderTarget2D LightMap { get; private set; } public RenderTarget2D LimbLightMap { get; private set; } public RenderTarget2D LosTexture { get; private set; } public RenderTarget2D HighlightMap { get; private set; } private readonly Texture2D highlightRaster; private BasicEffect lightEffect; public Effect LosEffect { get; private set; } public Effect SolidColorEffect { get; private set; } private readonly List lights; public bool LosEnabled = true; public float LosAlpha = 1f; public LosMode LosMode = LosMode.Transparent; public bool LightingEnabled = true; public bool ObstructVision; private readonly Texture2D visionCircle; private Vector2 losOffset; private int recalculationCount; private float time; public IEnumerable Lights { get { return lights; } } public LightManager(GraphicsDevice graphics) { lights = new List(100); AmbientLight = new Color(20, 20, 20, 255); visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png"); highlightRaster = Sprite.LoadTexture("Content/UI/HighlightRaster.png"); GameMain.Instance.ResolutionChanged += () => { CreateRenderTargets(graphics); }; CrossThread.RequestExecutionOnMainThread(() => { CreateRenderTargets(graphics); LosEffect = EffectLoader.Load("Effects/losshader"); SolidColorEffect = EffectLoader.Load("Effects/solidcolor"); if (lightEffect == null) { lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice) { VertexColorEnabled = true, TextureEnabled = true, Texture = LightSource.LightTexture }; } }); } private void CreateRenderTargets(GraphicsDevice graphics) { var pp = graphics.PresentationParameters; currLightMapScale = GameSettings.CurrentConfig.Graphics.LightMapScale; LightMap?.Dispose(); LightMap = CreateRenderTarget(); LimbLightMap?.Dispose(); LimbLightMap = CreateRenderTarget(); HighlightMap?.Dispose(); HighlightMap = CreateRenderTarget(); RenderTarget2D CreateRenderTarget() { return new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth * GameSettings.CurrentConfig.Graphics.LightMapScale), (int)(GameMain.GraphicsHeight * GameSettings.CurrentConfig.Graphics.LightMapScale), false, pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents); } LosTexture?.Dispose(); LosTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth * GameSettings.CurrentConfig.Graphics.LightMapScale), (int)(GameMain.GraphicsHeight * GameSettings.CurrentConfig.Graphics.LightMapScale), false, SurfaceFormat.Color, DepthFormat.None); } public void AddLight(LightSource light) { if (!lights.Contains(light)) { lights.Add(light); } } public void RemoveLight(LightSource light) { lights.Remove(light); } public void OnMapLoaded() { foreach (LightSource light in lights) { light.NeedsHullCheck = true; light.NeedsRecalculation = true; } } private readonly List activeLights = new List(capacity: 100); private readonly List activeLightsWithLightVolume = new List(capacity: 100); public static int ActiveLightCount { get; private set; } public void Update(float deltaTime) { //wrap around if the timer gets very large, otherwise we'd start running into floating point accuracy issues time = (time + deltaTime) % 100000.0f; foreach (LightSource light in activeLights) { if (!light.Enabled) { continue; } light.Update(time); } } public void RenderLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, RenderTarget2D backgroundObstructor = null) { if (!LightingEnabled) { return; } if (Math.Abs(currLightMapScale - GameSettings.CurrentConfig.Graphics.LightMapScale) > 0.01f) { //lightmap scale has changed -> recreate render targets CreateRenderTargets(graphics); } Matrix spriteBatchTransform = cam.Transform * Matrix.CreateScale(new Vector3(GameSettings.CurrentConfig.Graphics.LightMapScale, GameSettings.CurrentConfig.Graphics.LightMapScale, 1.0f)); Matrix transform = cam.ShaderTransform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f; bool highlightsVisible = UpdateHighlights(graphics, spriteBatch, spriteBatchTransform, cam); Rectangle viewRect = cam.WorldView; viewRect.Y -= cam.WorldView.Height; //check which lights need to be drawn recalculationCount = 0; activeLights.Clear(); foreach (LightSource light in lights) { if (!light.Enabled) { continue; } if ((light.Color.A < 1 || light.Range < 1.0f) && !light.LightSourceParams.OverrideLightSpriteAlpha.HasValue) { continue; } if (light.ParentBody != null) { light.ParentBody.UpdateDrawPosition(); Vector2 pos = light.ParentBody.DrawPosition; if (light.ParentSub != null) { pos -= light.ParentSub.DrawPosition; } light.Position = pos; } float range = light.LightSourceParams.TextureRange; if (light.LightSprite != null) { float spriteRange = Math.Max( light.LightSprite.size.X * light.SpriteScale.X * (0.5f + Math.Abs(light.LightSprite.RelativeOrigin.X - 0.5f)), light.LightSprite.size.Y * light.SpriteScale.Y * (0.5f + Math.Abs(light.LightSprite.RelativeOrigin.Y - 0.5f))); float targetSize = Math.Max(light.LightTextureTargetSize.X, light.LightTextureTargetSize.Y); range = Math.Max(Math.Max(spriteRange, targetSize), range); } if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, range, viewRect)) { continue; } light.Priority = lightPriority(range, light); int i = 0; while (i < activeLights.Count && light.Priority < activeLights[i].Priority) { i++; } activeLights.Insert(i, light); } ActiveLightCount = activeLights.Count; float lightPriority(float range, LightSource light) { return range * ((Character.Controlled?.Submarine != null && light.ParentSub == Character.Controlled?.Submarine) ? 2.0f : 1.0f) * (light.CastShadows ? 10.0f : 1.0f) * (light.LightSourceParams.OverrideLightSpriteAlpha ?? (light.Color.A / 255.0f)); } //find the lights with an active light volume activeLightsWithLightVolume.Clear(); foreach (var activeLight in activeLights) { if (activeLight.Range < 1.0f || activeLight.Color.A < 1 || activeLight.CurrentBrightness <= 0.0f) { continue; } activeLightsWithLightVolume.Add(activeLight); } //remove some lights with a light volume if there's too many of them if (activeLightsWithLightVolume.Count > GameSettings.CurrentConfig.Graphics.VisibleLightLimit && Screen.Selected is { IsEditor: false }) { for (int i = GameSettings.CurrentConfig.Graphics.VisibleLightLimit; i < activeLightsWithLightVolume.Count; i++) { activeLights.Remove(activeLightsWithLightVolume[i]); } } activeLights.Sort((l1, l2) => l1.LastRecalculationTime.CompareTo(l2.LastRecalculationTime)); //draw light sprites attached to characters //render into a separate rendertarget using alpha blending (instead of on top of everything else with alpha blending) //to prevent the lights from showing through other characters or other light sprites attached to the same character //--------------------------------------------------------------------------------------------------- graphics.SetRenderTarget(LimbLightMap); graphics.Clear(Color.Black); graphics.BlendState = BlendState.NonPremultiplied; spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform); foreach (LightSource light in activeLights) { if (light.IsBackground || light.CurrentBrightness <= 0.0f) { continue; } //draw limb lights at this point, because they were skipped over previously to prevent them from being obstructed if (light.ParentBody?.UserData is Limb limb && !limb.Hide) { light.DrawSprite(spriteBatch, cam); } } spriteBatch.End(); //draw background lights //--------------------------------------------------------------------------------------------------- graphics.SetRenderTarget(LightMap); graphics.Clear(AmbientLight); graphics.BlendState = BlendState.Additive; spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform); Level.Loaded?.BackgroundCreatureManager?.DrawLights(spriteBatch, cam); foreach (LightSource light in activeLights) { if (!light.IsBackground || light.CurrentBrightness <= 0.0f) { continue; } light.DrawSprite(spriteBatch, cam); light.DrawLightVolume(spriteBatch, lightEffect, transform, recalculationCount < MaxLightVolumeRecalculationsPerFrame, ref recalculationCount); } GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive); spriteBatch.End(); //draw a black rectangle on hulls to hide background lights behind subs //--------------------------------------------------------------------------------------------------- spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform); Dictionary visibleHulls = GetVisibleHulls(cam); foreach (KeyValuePair hull in visibleHulls) { GUI.DrawRectangle(spriteBatch, new Vector2(hull.Value.X, -hull.Value.Y), new Vector2(hull.Value.Width, hull.Value.Height), hull.Key.AmbientLight == Color.TransparentBlack ? Color.Black : hull.Key.AmbientLight.Multiply(hull.Key.AmbientLight.A / 255.0f), true); } spriteBatch.End(); SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"]; SolidColorEffect.Parameters["color"].SetValue(AmbientLight.Opaque().ToVector4()); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform, effect: SolidColorEffect); Submarine.DrawDamageable(spriteBatch, null); spriteBatch.End(); graphics.BlendState = BlendState.Additive; //draw the focused item and character to highlight them, //and light sprites (done before drawing the actual light volumes so we can make characters obstruct the highlights and sprites) //--------------------------------------------------------------------------------------------------- spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform); foreach (LightSource light in activeLights) { //don't draw limb lights at this point, they need to be drawn after lights have been obstructed by characters if (light.IsBackground || light.ParentBody?.UserData is Limb || light.CurrentBrightness <= 0.0f) { continue; } light.DrawSprite(spriteBatch, cam); } spriteBatch.End(); if (highlightsVisible) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); spriteBatch.Draw(HighlightMap, Vector2.Zero, Color.White); spriteBatch.End(); } //draw characters to obstruct the highlighted items/characters and light sprites //--------------------------------------------------------------------------------------------------- if (cam.Zoom > ObstructLightsBehindCharactersZoomThreshold) { SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidVertexColor"]; spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, effect: SolidColorEffect, transformMatrix: spriteBatchTransform); DrawCharacters(spriteBatch, cam, drawDeformSprites: false); spriteBatch.End(); DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidVertexColor"]; DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform); DrawCharacters(spriteBatch, cam, drawDeformSprites: true); spriteBatch.End(); } static void DrawCharacters(SpriteBatch spriteBatch, Camera cam, bool drawDeformSprites) { foreach (Character character in Character.CharacterList) { if (character.CurrentHull == null || !character.Enabled || !character.IsVisible || character.InvisibleTimer > 0.0f) { continue; } if (Character.Controlled?.FocusedCharacter == character) { continue; } Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ? Color.Black : character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque(); foreach (Limb limb in character.AnimController.Limbs) { if (drawDeformSprites == (limb.DeformSprite == null)) { continue; } limb.Draw(spriteBatch, cam, lightColor); } } } DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"]; graphics.BlendState = BlendState.Additive; //draw the actual light volumes, additive particles, hull ambient lights and the halo around the player //--------------------------------------------------------------------------------------------------- spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform); spriteBatch.Draw(LimbLightMap, new Rectangle(cam.WorldView.X, -cam.WorldView.Y, cam.WorldView.Width, cam.WorldView.Height), Color.White); foreach (ElectricalDischarger discharger in ElectricalDischarger.List) { discharger.DrawElectricity(spriteBatch); } foreach (LightSource light in activeLights) { if (light.IsBackground || light.CurrentBrightness <= 0.0f) { continue; } light.DrawLightVolume(spriteBatch, lightEffect, transform, recalculationCount < MaxLightVolumeRecalculationsPerFrame, ref recalculationCount); } lightEffect.World = transform; GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive); if (Character.Controlled != null) { DrawHalo(Character.Controlled); } else { foreach (Character character in Character.CharacterList) { if (character.Submarine == null || character.IsDead || !character.IsHuman) { continue; } DrawHalo(character); } } void DrawHalo(Character character) { if (character == null || character.Removed) { return; } Vector2 haloDrawPos = character.DrawPosition; haloDrawPos.Y = -haloDrawPos.Y; //ambient light decreases the brightness of the halo (no need for a bright halo if the ambient light is bright enough) float ambientBrightness = (AmbientLight.R + AmbientLight.B + AmbientLight.G) / 255.0f / 3.0f; Color haloColor = Color.White.Multiply(0.3f - ambientBrightness); if (haloColor.A > 0) { float scale = 512.0f / LightSource.LightTexture.Width; spriteBatch.Draw( LightSource.LightTexture, haloDrawPos, null, haloColor, 0.0f, new Vector2(LightSource.LightTexture.Width, LightSource.LightTexture.Height) / 2, scale, SpriteEffects.None, 0.0f); } } spriteBatch.End(); //draw the actual light volumes, additive particles, hull ambient lights and the halo around the player //--------------------------------------------------------------------------------------------------- graphics.SetRenderTarget(null); graphics.BlendState = BlendState.NonPremultiplied; } private readonly List highlightedEntities = new List(); private bool UpdateHighlights(GraphicsDevice graphics, SpriteBatch spriteBatch, Matrix spriteBatchTransform, Camera cam) { if (GUI.DisableItemHighlights) { return false; } highlightedEntities.Clear(); if (Character.Controlled != null && (!Character.Controlled.IsKeyDown(InputType.Aim) || Character.Controlled.HeldItems.Any(it => it.GetComponent() == null))) { if (Character.Controlled.FocusedItem != null) { highlightedEntities.Add(Character.Controlled.FocusedItem); } if (Character.Controlled.FocusedCharacter != null) { highlightedEntities.Add(Character.Controlled.FocusedCharacter); } foreach (Item item in Item.ItemList) { if ((item.IsHighlighted || item.IconStyle != null) && !highlightedEntities.Contains(item)) { highlightedEntities.Add(item); } } } if (highlightedEntities.Count == 0) { return false; } //draw characters in light blue first graphics.SetRenderTarget(HighlightMap); SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"]; SolidColorEffect.Parameters["color"].SetValue(Color.LightBlue.ToVector4()); SolidColorEffect.CurrentTechnique.Passes[0].Apply(); DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidColor"]; DeformableSprite.Effect.Parameters["solidColor"].SetValue(Color.LightBlue.ToVector4()); DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, samplerState: SamplerState.LinearWrap, effect: SolidColorEffect, transformMatrix: spriteBatchTransform); foreach (Entity highlighted in highlightedEntities) { if (highlighted is Item item) { if (item.IconStyle != null && (item != Character.Controlled.FocusedItem || Character.Controlled.FocusedItem == null)) { //wait until next pass } else { item.Draw(spriteBatch, false, true); } } else if (highlighted is Character character) { character.Draw(spriteBatch, cam); } } spriteBatch.End(); //draw items with iconstyles in the style's color spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive, samplerState: SamplerState.LinearWrap, effect: SolidColorEffect, transformMatrix: spriteBatchTransform); foreach (Entity highlighted in highlightedEntities) { if (highlighted is Item item) { if (item.IconStyle != null && (item != Character.Controlled.FocusedItem || Character.Controlled.FocusedItem == null)) { SolidColorEffect.Parameters["color"].SetValue(item.IconStyle.Color.ToVector4()); SolidColorEffect.CurrentTechnique.Passes[0].Apply(); item.Draw(spriteBatch, false, true); } } } spriteBatch.End(); //draw characters in black with a bit of blur, leaving the white edges visible float phase = (float)(Math.Sin(Timing.TotalTime * 3.0f) + 1.0f) / 2.0f; //phase oscillates between 0 and 1 Vector4 overlayColor = Color.Black.ToVector4() * MathHelper.Lerp(0.5f, 0.9f, phase); SolidColorEffect.Parameters["color"].SetValue(overlayColor); SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColorBlur"]; SolidColorEffect.CurrentTechnique.Passes[0].Apply(); DeformableSprite.Effect.Parameters["solidColor"].SetValue(overlayColor); DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, samplerState: SamplerState.LinearWrap, effect: SolidColorEffect, transformMatrix: spriteBatchTransform); foreach (Entity highlighted in highlightedEntities) { if (highlighted is Item item) { SolidColorEffect.Parameters["blurDistance"].SetValue(0.02f); item.Draw(spriteBatch, false, true); } else if (highlighted is Character character) { SolidColorEffect.Parameters["blurDistance"].SetValue(0.05f); character.Draw(spriteBatch, cam); } } spriteBatch.End(); //raster pattern on top of everything spriteBatch.Begin(blendState: BlendState.NonPremultiplied, samplerState: SamplerState.LinearWrap); spriteBatch.Draw(highlightRaster, new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), new Rectangle(0, 0, (int)(HighlightMap.Width / currLightMapScale * 0.5f), (int)(HighlightMap.Height / currLightMapScale * 0.5f)), Color.White * 0.5f); spriteBatch.End(); DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"]; return true; } private readonly Dictionary visibleHulls = new Dictionary(); private Dictionary GetVisibleHulls(Camera cam) { visibleHulls.Clear(); foreach (Hull hull in Hull.HullList) { if (hull.HiddenInGame) { continue; } 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 || LosMode == LosMode.None) && !ObstructVision) return; if (ViewTarget == null) return; graphics.SetRenderTarget(LosTexture); if (ObstructVision) { graphics.Clear(Color.Black); Vector2 diff = lookAtPosition - ViewTarget.WorldPosition; diff.Y = -diff.Y; if (diff.LengthSquared() > 20.0f * 20.0f) { losOffset = diff; } float rotation = MathUtils.VectorToAngle(losOffset); Vector2 scale = new Vector2( MathHelper.Clamp(losOffset.Length() / 256.0f, 4.0f, 5.0f), 3.0f); spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cam.Transform * Matrix.CreateScale(new Vector3(GameSettings.CurrentConfig.Graphics.LightMapScale, GameSettings.CurrentConfig.Graphics.LightMapScale, 1.0f))); spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation, new Vector2(visionCircle.Width * 0.2f, visionCircle.Height / 2), scale, SpriteEffects.None, 0.0f); spriteBatch.End(); } else { graphics.Clear(Color.White); } //-------------------------------------- if (LosEnabled && LosMode != LosMode.None && ViewTarget != null) { Vector2 pos = ViewTarget.DrawPosition; Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height); Matrix shadowTransform = cam.ShaderTransform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f; var convexHulls = ConvexHull.GetHullsInRange(ViewTarget.Position, cam.WorldView.Width*0.75f, ViewTarget.Submarine); if (convexHulls != null) { List shadowVerts = new List(); List penumbraVerts = new List(); foreach (ConvexHull convexHull in convexHulls) { if (!convexHull.Enabled || !convexHull.Intersects(camView)) continue; Vector2 relativeLightPos = pos; if (convexHull.ParentEntity?.Submarine != null) relativeLightPos -= convexHull.ParentEntity.Submarine.Position; convexHull.CalculateLosVertices(relativeLightPos); for (int i = 0; i < convexHull.ShadowVertexCount; i++) { shadowVerts.Add(convexHull.ShadowVertices[i]); } for (int i = 0; i < convexHull.PenumbraVertexCount; i++) { penumbraVerts.Add(convexHull.PenumbraVertices[i]); } } if (shadowVerts.Count > 0) { ConvexHull.shadowEffect.World = shadowTransform; ConvexHull.shadowEffect.CurrentTechnique.Passes[0].Apply(); graphics.DrawUserPrimitives(PrimitiveType.TriangleList, shadowVerts.ToArray(), 0, shadowVerts.Count / 3, VertexPositionColor.VertexDeclaration); if (penumbraVerts.Count > 0) { ConvexHull.penumbraEffect.World = shadowTransform; ConvexHull.penumbraEffect.CurrentTechnique.Passes[0].Apply(); graphics.DrawUserPrimitives(PrimitiveType.TriangleList, penumbraVerts.ToArray(), 0, penumbraVerts.Count / 3, VertexPositionTexture.VertexDeclaration); } } } } graphics.SetRenderTarget(null); } public void ClearLights() { lights.Clear(); } } class CustomBlendStates { static CustomBlendStates() { Multiplicative = new BlendState { ColorSourceBlend = Blend.DestinationColor, ColorDestinationBlend = Blend.SourceColor, ColorBlendFunction = BlendFunction.Add }; } public static BlendState Multiplicative { get; private set; } } }