/// <summary>
        /// Draws shadows from the light's position outward
        /// </summary>
        /// <param name="helper">A render helper for drawing shadows</param>
        /// <param name="hulls">The shadow hulls used to draw shadows</param>
        public void Draw(KryptonRenderHelper helper, List <ShadowHull> hulls)
        {
            // Draw the light only if it's on
            if (!this.mIsOn)
            {
                return;
            }

            // Make sure we only render the following hulls
            helper.ShadowHullVertices.Clear();
            helper.ShadowHullIndicies.Clear();

            // Loop through each hull
            foreach (ShadowHull hull in hulls)
            {
                //if(hull.Bounds.Intersects(this.Bounds))
                // Add the hulls to the buffer only if they are within the light's range
                if (hull.Visible && Light2D.IsInRange(hull.Position - this.Position, hull.MaxRadius * Math.Max(hull.Scale.X, hull.Scale.Y) + this.Range))
                {
                    helper.BufferAddShadowHull(hull);
                }
            }

            var shadowEffect = helper.Effect.Techniques["PointLight_Shadow_Fast"];

            helper.Effect.CurrentTechnique = shadowEffect;
            // Set the effect parameters
            helper.Effect.Parameters["LightPosition"].SetValue(this.mPosition);
            helper.Effect.Parameters["Texture0"].SetValue(this.mTexture);
            helper.Effect.Parameters["LightIntensityFactor"].SetValue(1 / (this.mIntensity * this.mIntensity));

            shadowEffect.Passes["ShadowStencil"].Apply();
            helper.BufferDraw();

            shadowEffect.Passes["Light"].Apply();
            helper.DrawClippedFov(this.mPosition, this.mAngle, this.mRange * 2, this.mColor, this.mFov);
        }
Exemple #2
0
        /// <summary>
        /// Draws shadows from the light's position outward
        /// </summary>
        /// <param name="helper">A render helper for drawing shadows</param>
        /// <param name="hulls">The shadow hulls used to draw shadows</param>
        public void Draw(KryptonRenderHelper helper, List <ShadowHull> hulls)
        {
            // Draw the light only if it's on
            if (!this.mIsOn)
            {
                return;
            }

            // Make sure we only render the following hulls
            helper.ShadowHullVertices.Clear();
            helper.ShadowHullIndicies.Clear();

            // Loop through each hull
            foreach (ShadowHull hull in hulls)
            {
                //if(hull.Bounds.Intersects(this.Bounds))
                // Add the hulls to the buffer only if they are within the light's range
                if (hull.Visible && Light2D.IsInRange(hull.Position - this.Position, hull.MaxRadius * Math.Max(hull.Scale.X, hull.Scale.Y) + this.Range))
                {
                    helper.BufferAddShadowHull(hull);
                }
            }

            // Set the effect and parameters
            helper.Effect.Parameters["LightPosition"].SetValue(this.mPosition);
            helper.Effect.Parameters["Texture0"].SetValue(this.mTexture);
            helper.Effect.Parameters["LightIntensityFactor"].SetValue(1 / (this.mIntensity * this.mIntensity));


            switch (this.mShadowType)
            {
            case (ShadowType.Solid):
                helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Solid"];
                break;

            case (ShadowType.Illuminated):
                helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Illuminated"];
                break;

            case (ShadowType.Occluded):
                helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Occluded"];
                break;

            default:
                throw new NotImplementedException("Shadow Type does not exist: " + this.mShadowType);
            }

            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.BufferDraw();
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Light"];
            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.DrawClippedFov(this.mPosition, this.mAngle, this.mRange * 2, this.mColor, this.mFov);
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["ClearTarget_Alpha"];
            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.GraphicsDevice.DrawUserPrimitives <VertexPositionTexture>(PrimitiveType.TriangleStrip, KryptonRenderHelper.UnitQuad, 0, 2);
            }
        }
        /// <summary>
        /// Draws shadows from the light's position outward
        /// </summary>
        /// <param name="helper">A render helper for drawing shadows</param>
        /// <param name="hulls">The shadow hulls used to draw shadows</param>
        public void Draw(KryptonRenderHelper helper, List<ShadowHull> hulls)
        {
            // Draw the light only if it's on
            if (!this.mIsOn)
                return;

            // Make sure we only render the following hulls
            helper.ShadowHullVertices.Clear();
            helper.ShadowHullIndicies.Clear();

            // Loop through each hull
            foreach (ShadowHull hull in hulls)
            {
                //if(hull.Bounds.Intersects(this.Bounds))
                // Add the hulls to the buffer only if they are within the light's range
                if (hull.Visible && Light2D.IsInRange(hull.Position - this.Position, hull.MaxRadius * Math.Max(hull.Scale.X, hull.Scale.Y) + this.Range))
                {
                    helper.BufferAddShadowHull(hull);
                }
            }

            var shadowEffect = helper.Effect.Techniques["PointLight_Shadow_Fast"];
            helper.Effect.CurrentTechnique = shadowEffect;
            // Set the effect parameters
            helper.Effect.Parameters["LightPosition"].SetValue(this.mPosition);
            helper.Effect.Parameters["Texture0"].SetValue(this.mTexture);
            helper.Effect.Parameters["LightIntensityFactor"].SetValue(1 / (this.mIntensity * this.mIntensity));

            shadowEffect.Passes["ShadowStencil"].Apply();
            helper.BufferDraw();

            shadowEffect.Passes["Light"].Apply();
            helper.DrawClippedFov(this.mPosition, this.mAngle, this.mRange * 2, this.mColor, this.mFov);
        }
Exemple #4
0
        /// <summary>
        /// Draws shadows from the light's position outward
        /// </summary>
        /// <param name="helper">A render helper for drawing shadows</param>
        /// <param name="hulls">The shadow hulls used to draw shadows</param>
        public void Draw(KryptonRenderHelper helper, List<ShadowHull> hulls)
        {
            // Draw the light only if it's on
            if (!this.mIsOn)
                return;

            if (mflicker)
             {
                 step+=1;
                 if (step % (phaseDuration  + 30) == 0) {
                    randFactor = random.Next(50)/30 + 0.8f;
                    phaseDuration = (int)randFactor;
                    if (step == 360) { step = 0; }
                 }
                 mIntensity = (float)Math.Sin((step * randFactor) / 20) * (originalIntensity/30) + originalIntensity;
             }

            // Make sure we only render the following hulls
            helper.ShadowHullVertices.Clear();
            helper.ShadowHullIndicies.Clear();

            // Loop through each hull
            foreach (ShadowHull hull in hulls)
            {
                //if(hull.Bounds.Intersects(this.Bounds))
                // Add the hulls to the buffer only if they are within the light's range
                if (hull.Visible && Light2D.IsInRange(hull.Position - this.Position, hull.MaxRadius * Math.Max(hull.Scale.X, hull.Scale.Y) + this.Range))
                {
                    helper.BufferAddShadowHull(hull);
                }
            }

            // Set the effect and parameters
            helper.Effect.Parameters["LightPosition"].SetValue(this.mPosition);
            helper.Effect.Parameters["Texture0"].SetValue(this.mTexture);
            helper.Effect.Parameters["LightIntensityFactor"].SetValue(1 / (this.mIntensity * this.mIntensity));

            switch (this.mShadowType)
            {
                case (ShadowType.Solid):
                    helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Solid"];
                    break;

                case (ShadowType.Illuminated):
                    helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Illuminated"];
                    break;

                case (ShadowType.Occluded):
                    helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Occluded"];
                    break;

                default:
                    throw new NotImplementedException("Shadow Type does not exist: " + this.mShadowType);
            }

            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.BufferDraw();
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Light"];
            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.DrawClippedFov(this.mPosition, this.mAngle, this.mRange * 2, this.mColor, this.mFov);
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["ClearTarget_Alpha"];
            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.GraphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleStrip, KryptonRenderHelper.UnitQuad, 0, 2);
            }
        }
Exemple #5
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        public void Draw(
            KryptonRenderHelper helper,
            IList <ShadowHull> shadowHulls)
        {
            if (!IsOn)
            {
                return;
            }

            // Make sure we only render the following shadowHulls
            helper.ShadowHullVertices.Clear();
            helper.ShadowHullIndicies.Clear();

            // Loop through each hull
            foreach (var hull in shadowHulls)
            {
                if (!hull.Visible)
                {
                    continue;
                }

                if (!IsHullWithinRange(hull))
                {
                    continue;
                }

                helper.BufferAddShadowHull(hull);
            }

            // Set the effect and parameters
            helper.Effect.Parameters["LightPosition"]
            .SetValue(_position);

            helper.Effect.Parameters["Texture0"]
            .SetValue(Texture);

            helper.Effect.Parameters["LightIntensityFactor"]
            .SetValue(1 / (_intensity * _intensity));

            switch (ShadowType)
            {
            case ShadowType.Solid:
                helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Solid"];
                break;

            case ShadowType.Illuminated:
                helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Illuminated"];
                break;

            case ShadowType.Occluded:
                helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Occluded"];
                break;

            default:
                throw new ArgumentOutOfRangeException(
                          nameof(ShadowType),
                          $"Shadow Type does not exist: {ShadowType}");
            }

            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.BufferDraw();
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Light"];

            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.DrawClippedFov(
                    _position,
                    Angle,
                    Range * 2,
                    Color,
                    _fov);
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["ClearTarget_Alpha"];

            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.GraphicsDevice.DrawUserPrimitives(
                    PrimitiveType.TriangleStrip,
                    KryptonRenderHelper.UnitQuad,
                    vertexOffset: 0,
                    primitiveCount: 2);
            }
        }
Exemple #6
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        /// <summary>
        /// Draws shadows from the light's position outward
        /// </summary>
        /// <param name="helper">A render helper for drawing shadows</param>
        /// <param name="hulls">The shadow hulls used to draw shadows</param>
        public void Draw(KryptonRenderHelper helper, List<ShadowHull> hulls)
        {
            // Draw the light only if it's on
            if (!isOn) return;

            // Make sure we only render the following hulls
            helper.ShadowHullVertices.Clear();
            helper.ShadowHullIndicies.Clear();

            // Loop through each hull
            foreach (var hull in hulls) {
                // Add the hulls to the buffer only if they are within the light's range
                if (hull.Visible && IsInRange(hull.Position - Position, hull.MaxRadius * Math.Max(hull.Scale.X, hull.Scale.Y) + Range)) {
                    helper.BufferAddShadowHull(hull);
                }
            }

            // Set the effect and parameters
            helper.Effect.Parameters["LightPosition"].SetValue(position);
            helper.Effect.Parameters["Texture0"].SetValue(texture);
            helper.Effect.Parameters["LightIntensityFactor"].SetValue(1 / (intensity * intensity));

            switch (shadowType) {
                case (ShadowType.Solid):
                    helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Solid"];
                    break;

                case (ShadowType.Illuminated):
                    helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Illuminated"];
                    break;

                case (ShadowType.Occluded):
                    helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Occluded"];
                    break;

                default:
                    throw new NotImplementedException("Shadow Type does not exist: " + shadowType);
            }

            foreach (var pass in helper.Effect.CurrentTechnique.Passes) {
                pass.Apply();
                helper.BufferDraw();
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Light"];
            foreach (var pass in helper.Effect.CurrentTechnique.Passes) {
                pass.Apply();
                helper.DrawClippedFov(position, angle, range * 2, color, fov);
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["ClearTarget_Alpha"];
            foreach (var pass in helper.Effect.CurrentTechnique.Passes) {
                pass.Apply();
                helper.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, Unit.Quad, 0, 2);
            }
        }