コード例 #1
0
        public void DrawWallShadows(List <Vector2[]> walls, LightData pointLight)
        {
            GD.SetRenderTarget(ShadowTarg);
            var geom = ShadowGeometry.GenerateWallShadows(walls, pointLight);

            DrawShadows(geom, (pointLight.LightType == LightType.OUTDOORS)?2:0, pointLight);
        }
コード例 #2
0
        public void DrawObjShadows(List <Rectangle> objects, LightData pointLight)
        {
            GD.SetRenderTarget(ObjShadowTarg);
            Tuple <GradVertex[], int[]> geom;

            if (pointLight.LightType == LightType.ROOM)
            {
                geom = ShadowGeometry.GenerateObjShadows(objects.Where(x => x.Intersects(pointLight.LightBounds)).ToList(), pointLight);
            }
            else
            {
                geom = ShadowGeometry.GenerateObjShadows(objects, pointLight);
            }
            DrawShadows(geom, 1, pointLight);
        }
コード例 #3
0
ファイル: LMapBatch.cs プロジェクト: kevinmel2000/FreeSO
        public void DrawWallShadows(List <Vector2[]> walls, LightData pointLight)
        {
            if (pointLight.LightType == LightType.OUTDOORS && WallComp != null)
            {
                CreateOutsideIfMissing();
                LightEffect.Parameters["shadowMap"].SetValue(OutsideShadowTarg);

                if (OutShadowFloor == pointLight.Level)
                {
                    return;
                }
                OutShadowFloor = pointLight.Level;
                GD.SetRenderTarget(OutsideShadowTarg);
                var rect = new Rectangle(DrawRect.X * 2, DrawRect.Y * 2, DrawRect.Width * 2, DrawRect.Height * 2);
                GD.ScissorRectangle = rect;
                GD.Clear(Color.Black);
                var effect = this.GradEffect;

                effect.Parameters["Projection"].SetValue(Projection);

                var mat = GetSunlightMat(pointLight);

                GD.BlendState = MaxBlendRed;

                WallComp.DrawLMap(GD, pointLight, Projection, mat);
                Blueprint.Terrain.DrawLMap(GD, pointLight, Projection, mat);
                Blueprint.RoofComp.DrawLMap(GD, pointLight, Projection, mat);

                effect.CurrentTechnique = effect.Techniques[0];
                EffectPassCollection passes = effect.Techniques[0].Passes;
                passes[2].Apply();

                if (WorldConfig.Current.UltraLighting)
                {
                    Draw3DObjShadows(pointLight, false);
                }
            }
            else
            {
                GD.SetRenderTarget(ShadowTarg);
                var geom = ShadowGeometry.GenerateWallShadows(walls, pointLight);
                GD.BlendState = AddBlendRed;
                DrawShadows(geom, (pointLight.LightType == LightType.OUTDOORS) ? 2 : 0, pointLight);
            }
        }
コード例 #4
0
ファイル: LMapBatch.cs プロジェクト: wishiwashi-hack/FreeSO
 public void DrawObjShadows(List <Rectangle> objects, LightData pointLight)
 {
     GD.SetRenderTarget(ObjShadowTarg);
     if (WorldConfig.Current.UltraLighting)
     {
         Draw3DObjShadows(pointLight, true);
     }
     else
     {
         Tuple <GradVertex[], int[]> geom;
         if (pointLight.LightType == LightType.ROOM)
         {
             geom = ShadowGeometry.GenerateObjShadows(objects.Where(x => x.Intersects(pointLight.LightBounds)).ToList(), pointLight);
         }
         else
         {
             geom = ShadowGeometry.GenerateObjShadows(objects, pointLight);
         }
         GD.BlendState = MaxBlendGreen;
         DrawShadows(geom, 1, pointLight);
     }
 }
コード例 #5
0
ファイル: LMapBatch.cs プロジェクト: wishiwashi-hack/FreeSO
        public void DrawWallShadows(List <Vector2[]> walls, LightData pointLight)
        {
            if (pointLight.LightType == LightType.OUTDOORS && WallComp != null)
            {
                CreateOutsideIfMissing();
                LightEffect.shadowMap = OutsideShadowTarg;

                if (OutShadowFloor == pointLight.Level)
                {
                    return;
                }
                OutShadowFloor = pointLight.Level;
                GD.SetRenderTarget(OutsideShadowTarg);
                var rect = new Rectangle(DrawRect.X * 2, DrawRect.Y * 2, DrawRect.Width * 2, DrawRect.Height * 2);
                GD.ScissorRectangle = rect;
                GD.Clear(Color.Black);
                var effect = this.GradEffect;

                effect.Projection = Projection;

                var mat = GetSunlightMat(pointLight);

                GD.BlendState = MaxBlendRed;

                WallComp.DrawLMap(GD, pointLight, Projection, mat);

                GD.BlendState = MaxBlendRed;
                Blueprint.Terrain.DrawLMap(GD, pointLight, Projection, mat);
                Blueprint.RoofComp.DrawLMap(GD, pointLight, Projection, mat);

                effect.CurrentTechnique = effect.Techniques[0];
                EffectPassCollection passes = effect.Techniques[0].Passes;
                passes[2].Apply();

                if (WorldConfig.Current.UltraLighting)
                {
                    Draw3DObjShadows(pointLight, false);
                }

                //blit outside shadows onto post target (for blur)

                if (OutsideShadowTargPost != null)
                {
                    var blend   = GD.BlendState;
                    var rast    = GD.RasterizerState;
                    var seffect = WorldContent.SpriteEffect;

                    //seffect.blurAmount = 0.7f / Blueprint.Width);
                    //seffect.blurAmount = 0.4f / Blueprint.Width);
                    //seffect.heightMultiplier = pointLight.FalloffMultiplier);

                    var blur   = (0.2f / Blueprint.Width) * (float)Math.Pow(pointLight.FalloffMultiplier, 0.8f);
                    var height = Math.Max(pointLight.FalloffMultiplier / 1.5f, 1);
                    var harden = 0.03f * (float)Math.Sqrt(pointLight.FalloffMultiplier);

                    //lower shadow target quality as blur size increases (to save on memory bandwidth)
                    if (pointLight.FalloffMultiplier > 6)
                    {
                        ShadowTargQualityDivider = 4;
                    }
                    if (pointLight.FalloffMultiplier > 3)
                    {
                        ShadowTargQualityDivider = 2;
                    }
                    else
                    {
                        ShadowTargQualityDivider = 1;
                    }

                    seffect.blurAmount       = new Vector2(blur, blur * 2 / 5f);
                    seffect.heightMultiplier = new Vector2(height, height * 5 / 2f);
                    seffect.hardenBias       = new Vector2(harden, harden * 0.5f);
                    seffect.noiseTexture     = TextureGenerator.GetUniformNoise(GD);

                    for (int i = 0; i < 4; i++)
                    {
                        seffect.SetTechnique((int)SpriteEffectTechniques.ShadowSeparableBlit1 + i);
                        RenderTarget2D tex;
                        if (i % 2 == 0)
                        {
                            GD.SetRenderTarget(OutsideShadowTargPost);
                            tex = OutsideShadowTarg;
                        }
                        else
                        {
                            GD.SetRenderTarget(OutsideShadowTarg);
                            tex = OutsideShadowTargPost;
                        }

                        ShadowTargBlit.Begin(blendState: (i == 1)? OpaqueBA : BlendState.Opaque, effect: seffect, samplerState: SamplerState.PointClamp);
                        ShadowTargBlit.Draw(tex, new Rectangle(0, 0, tex.Width, tex.Height), Color.White);
                        ShadowTargBlit.End();
                    }

                    /*
                     * ShadowTargBlit.Begin(blendState: BlendState.Opaque, effect: seffect);
                     * seffect.CurrentTechnique = seffect.Techniques["ShadowBlurBlit"];
                     * seffect.blurAmount = 0.7f / Blueprint.Width);
                     * seffect.heightMultiplier = pointLight.FalloffMultiplier);
                     * seffect.noiseTexture"]?.SetValue(TextureGenerator.GetUniformNoise(GD));
                     * ShadowTargBlit.Draw(OutsideShadowTarg, new Rectangle(0, 0, OutsideShadowTarg.Width, OutsideShadowTarg.Height), Color.White);
                     * ShadowTargBlit.End();
                     */

                    GD.SetRenderTarget(OutsideShadowTarg);
                    GD.RasterizerState = rast;
                    GD.BlendState      = blend;
                }
            }
            else
            {
                GD.SetRenderTarget(ShadowTarg);
                var geom = ShadowGeometry.GenerateWallShadows(walls, pointLight);
                GD.BlendState = AddBlendRed;
                DrawShadows(geom, (pointLight.LightType == LightType.OUTDOORS) ? 2 : 0, pointLight);
            }
        }