private void ExecuteTechniqueDistortAndComputeDistance(ShadowCasterMap shadowCasterMap, LightSource light, RenderTarget2D destination, string techniqueName, Camera gameCamera) { graphicsDevice.SetRenderTarget(destination); graphicsDevice.Clear(Color.White); this.lightsFX.ResolveShadowsEffect.Parameters["lightRelativeZero"].SetValue(light.RelativeZeroHLSL(shadowCasterMap, gameCamera)); Vector2 shadowCasterMapPortion = (light.Size * shadowCasterMap.PrecisionRatio) / shadowCasterMap.Size; this.lightsFX.ResolveShadowsEffect.Parameters["shadowCasterMapPortion"].SetValue(shadowCasterMapPortion); this.lightsFX.ResolveShadowsEffect.Parameters["InputTexture"].SetValue(shadowCasterMap.Map); this.lightsFX.ResolveShadowsEffect.CurrentTechnique = this.lightsFX.ResolveShadowsEffect.Techniques[techniqueName]; this.lightsFX.ResolveShadowsEffect.CurrentTechnique.Passes[0].Apply(); ShadowMapResolver.QuadRender.Render(this.graphicsDevice, Vector2.One * -1, Vector2.One); graphicsDevice.SetRenderTarget(null); }
private static void CreateCompounds(Map map, TileLayer terrainLayer, TileLayer wallLayer, TileLayer roofLayer, List<Compound> compounds, float[][] noise, float height, float distance, int minsize, LightingEngine lightingEngine, GraphicsDevice gd) { for (int y = 40; y < map.Width - 40; y++) { for (int x = 40; x < map.Height - 40; x++) { if (noise[y][x] > height) { Vector2 thisLoc = new Vector2(x * map.TileWidth, y * map.TileHeight); bool tooClose = false; foreach (Compound c in compounds) if ((c.Position - thisLoc).Length() < distance) tooClose = true; if (!tooClose) { Rectangle bounds = new Rectangle(x, y, 1, 1); bounds.Inflate(minsize, minsize); bounds.Inflate(rand.Next(5) * 2, rand.Next(5) * 2); bool tooBig = true; while (tooBig) { if (GetTileIndex(map, terrainLayer, bounds.Left, bounds.Top) != GRASS || GetTileIndex(map, terrainLayer, bounds.Right, bounds.Top) != GRASS || GetTileIndex(map, terrainLayer, bounds.Left, bounds.Bottom) != GRASS || GetTileIndex(map, terrainLayer, bounds.Right, bounds.Bottom) != GRASS) { tooBig = true; bounds.Inflate(-1, -1); } else tooBig = false; } if (bounds.Width >= minsize && bounds.Height >= minsize) { Compound newCompound = new Compound() { Position = thisLoc }; for (int xx = bounds.Left; xx <= bounds.Right; xx++) { for (int yy = bounds.Top; yy <= bounds.Bottom; yy++) { wallLayer.Tiles[xx, yy] = null; if (xx > bounds.Left + 2 && xx < bounds.Right - 2 && yy > bounds.Top + 2 && yy < bounds.Bottom - 2) terrainLayer.Tiles[xx, yy] = map.Tiles[MUD]; } } Rectangle innerBounds = bounds; innerBounds.Inflate(-3, -3); // Outer walls wallLayer.Tiles[innerBounds.Left, innerBounds.Top] = map.Tiles[WALL_TL]; wallLayer.Tiles[innerBounds.Right, innerBounds.Top] = map.Tiles[WALL_TR]; wallLayer.Tiles[innerBounds.Left, innerBounds.Bottom] = map.Tiles[WALL_BL]; wallLayer.Tiles[innerBounds.Right, innerBounds.Bottom] = map.Tiles[WALL_BR]; for (int xx = innerBounds.Left + 1; xx <= innerBounds.Right - 1; xx++) { wallLayer.Tiles[xx, innerBounds.Top] = map.Tiles[WALL_EDGE_UP]; wallLayer.Tiles[xx, innerBounds.Bottom] = map.Tiles[WALL_EDGE_DOWN]; } for (int yy = innerBounds.Top + 1; yy <= innerBounds.Bottom - 1; yy++) { wallLayer.Tiles[innerBounds.Left, yy] = map.Tiles[WALL_EDGE_LEFT]; wallLayer.Tiles[innerBounds.Right,yy] = map.Tiles[WALL_EDGE_RIGHT]; } newCompound.Bounds = bounds; newCompound.InnerBounds = innerBounds; // Exits bool[] exits = new bool[4] { false, false, false, false }; for(int i=0;i<4;i++) exits[rand.Next(4)] = true; bool carparkPlaced = false; Building carpark = null; if (exits[0]) { int doorx = rand.Next(innerBounds.Width - 7) + 3; for (int xx = innerBounds.Left + doorx; xx < (innerBounds.Left + doorx) + 4; xx++) wallLayer.Tiles[xx, innerBounds.Top] = null; if (!carparkPlaced && rand.Next(2) == 0) { carpark = new Building() { Type = BuildingType.Carpark, Rect = new Rectangle((innerBounds.Left + doorx), innerBounds.Top + 2, 4, 4) }; newCompound.Buildings.Add(carpark); carparkPlaced = true; } } if (exits[1]) { int doorx = rand.Next(innerBounds.Width - 7) + 3; for (int xx = innerBounds.Left + doorx; xx < (innerBounds.Left + doorx) + 4; xx++) wallLayer.Tiles[xx, innerBounds.Bottom] = null; if (!carparkPlaced && rand.Next(2) == 0) { carpark = new Building() { Type = BuildingType.Carpark, Rect = new Rectangle((innerBounds.Left + doorx), innerBounds.Bottom - 6, 4, 4) }; newCompound.Buildings.Add(carpark); carparkPlaced = true; } } if (exits[2]) { int doory = rand.Next(innerBounds.Height - 7) + 3; for (int yy = innerBounds.Top + doory; yy < (innerBounds.Top + doory) + 4; yy++) wallLayer.Tiles[innerBounds.Left,yy] = null; if (!carparkPlaced && rand.Next(2) == 0) { carpark = new Building() { Type = BuildingType.Carpark, Rect = new Rectangle(innerBounds.Left + 2, (innerBounds.Top + doory), 4, 4) }; newCompound.Buildings.Add(carpark); carparkPlaced = true; } } if (exits[3]) { int doory = rand.Next(innerBounds.Height - 7) + 3; for (int yy = innerBounds.Top + doory; yy < (innerBounds.Top + doory) + 4; yy++) wallLayer.Tiles[innerBounds.Right, yy] = null; if (!carparkPlaced && rand.Next(2) == 0) { carpark = new Building() { Type = BuildingType.Carpark, Rect = new Rectangle(innerBounds.Right - 6, (innerBounds.Top + doory), 4, 4) }; newCompound.Buildings.Add(carpark); carparkPlaced = true; } } int lightSpacing = 5; for (int xx = innerBounds.Left + 4; xx <= innerBounds.Right - 4; xx++) { lightSpacing++; if (lightSpacing == 6) { lightSpacing = 0; if (GetTileIndex(map, wallLayer, xx, innerBounds.Top) == WALL_EDGE_UP && GetTileIndex(map, wallLayer, xx - 2, innerBounds.Top) == WALL_EDGE_UP && GetTileIndex(map, wallLayer, xx + 2, innerBounds.Top) == WALL_EDGE_UP) { LightSource ls = new LightSource(gd, 300, LightAreaQuality.Low, Color.White, BeamStencilType.None, SpotStencilType.Half); ls.Rotation = MathHelper.PiOver2; ls.Position = new Vector2((xx * map.TileWidth) + (map.TileWidth / 2), ((innerBounds.Top + 1) * map.TileHeight)); lightingEngine.LightSources.Add(ls); } if (GetTileIndex(map, wallLayer, xx, innerBounds.Bottom) == WALL_EDGE_DOWN && GetTileIndex(map, wallLayer, xx - 2, innerBounds.Bottom) == WALL_EDGE_DOWN && GetTileIndex(map, wallLayer, xx + 2, innerBounds.Bottom) == WALL_EDGE_DOWN) { LightSource ls = new LightSource(gd, 300, LightAreaQuality.Low, Color.White, BeamStencilType.None, SpotStencilType.Half); ls.Rotation = MathHelper.PiOver2 + MathHelper.Pi; ls.Position = new Vector2((xx * map.TileWidth) + (map.TileWidth / 2), ((innerBounds.Bottom) * map.TileHeight)); lightingEngine.LightSources.Add(ls); } } } lightSpacing = 5; for (int yy = innerBounds.Top + 4; yy <= innerBounds.Bottom - 4; yy++) { lightSpacing++; if (lightSpacing == 6) { lightSpacing = 0; if (GetTileIndex(map, wallLayer, innerBounds.Left, yy) == WALL_EDGE_LEFT && GetTileIndex(map, wallLayer, innerBounds.Left, yy - 2) == WALL_EDGE_LEFT && GetTileIndex(map, wallLayer, innerBounds.Left, yy + 2) == WALL_EDGE_LEFT) { LightSource ls = new LightSource(gd, 300, LightAreaQuality.Low, Color.White, BeamStencilType.None, SpotStencilType.Half); //ls.Rotation = MathHelper.PiOver2; ls.Position = new Vector2(((innerBounds.Left+1) * map.TileWidth), (yy * map.TileHeight)+(map.TileHeight/2)); lightingEngine.LightSources.Add(ls); } if (GetTileIndex(map, wallLayer, innerBounds.Right, yy) == WALL_EDGE_RIGHT && GetTileIndex(map, wallLayer, innerBounds.Right, yy - 2) == WALL_EDGE_RIGHT && GetTileIndex(map, wallLayer, innerBounds.Right, yy + 2) == WALL_EDGE_RIGHT) { LightSource ls = new LightSource(gd, 300, LightAreaQuality.Low, Color.White, BeamStencilType.None, SpotStencilType.Half); ls.Rotation = MathHelper.Pi; ls.Position = new Vector2(((innerBounds.Right) * map.TileWidth), (yy * map.TileHeight) + (map.TileHeight / 2)); lightingEngine.LightSources.Add(ls); } } } //if (carpark!=null) // for (int xx = carpark.Rect.Left; xx < carpark.Rect.Right; xx++) // for (int yy = carpark.Rect.Top; yy < carpark.Rect.Bottom; yy++) // terrainLayer.Tiles[xx, yy] = map.Tiles[CARPARK]; MakeBuildings(map, wallLayer, terrainLayer, roofLayer, newCompound); compounds.Add(newCompound); } } } } } }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, RenderTarget2D printRT, PostEffect postEffect, float distanceMod, Camera gameCamera) { BlendState backupBlendState = graphicsDevice.BlendState; graphicsDevice.BlendState = BlendState.Opaque; this.ExecuteTechniqueDistortAndComputeDistance(shadowCasterMap, resultLight, shadowMapDistorted, "DistortAndComputeDistances", gameCamera); // Horizontal reduction this.ApplyHorizontalReduction(shadowMapDistorted, this.shadowMapDigested); this.distanceMod = distanceMod; switch (postEffect) { case PostEffect.LinearAttenuation: { this.ExecuteTechniqueDrawShadows(printRT, "DrawShadowsLinearAttenuation", this.shadowMapDigested); } break; case PostEffect.LinearAttenuation_BlurLow: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyLow"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyLowLinearAttenuation"); } break; case PostEffect.LinearAttenuation_BlurMid: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyMid"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyMidLinearAttenuation"); } break; case PostEffect.LinearAttenuation_BlurHigh: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyHigh"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyHighLinearAttenuation"); } break; case PostEffect.CurveAttenuation: { this.ExecuteTechniqueDrawShadows(printRT, "DrawShadowsCurveAttenuation", this.shadowMapDigested); } break; case PostEffect.CurveAttenuation_BlurLow: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyLow"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyLowCurveAttenuation"); } break; case PostEffect.CurveAttenuation_BlurMid: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyMid"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyMidCurveAttenuation"); } break; case PostEffect.CurveAttenuation_BlurHigh: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyHigh"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyHighCurveAttenuation"); } break; case PostEffect.Only_BlurLow: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyLow"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyLowNoAttenuation"); } break; case PostEffect.Only_BlurMid: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyMid"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyMidNoAttenuation"); } break; case PostEffect.Only_BlurHigh: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyHigh"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyHighNoAttenuation"); } break; default: //NOFX { this.ExecuteTechniqueDrawShadows(printRT, "DrawShadowsNoAttenuation", this.shadowMapDigested); } break; } graphicsDevice.BlendState = backupBlendState; }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, RenderTarget2D printRT, PostEffect postEffect, Camera gameCamera) { this.ResolveShadows(shadowCasterMap, resultLight, printRT, postEffect, 1f, gameCamera); }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, RenderTarget2D printRT, PostEffect postEffect, float distanceMod, Vector2 newPosition, Camera gameCamera) { resultLight.Position = newPosition; this.ResolveShadows(shadowCasterMap, resultLight, printRT, postEffect, distanceMod, gameCamera); }
internal void Initialize(GraphicsDevice gd, LightingEngine le) { HeadTorch = new LightSource(gd, 500, LightAreaQuality.High, Color.White, BeamStencilType.Narrow, SpotStencilType.None); le.LightSources.Add(HeadTorch); base.Initialize(); }
public void RemoveSource(LightSource ls) { LightSources.Remove(ls); ls = null; }