Yay, dynamic shadows!
This commit is contained in:
@@ -42,6 +42,9 @@ namespace DepthsBelow
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public void Update(GameTime gameTime)
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{
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if (!core.IsActive)
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return;
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float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
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MouseState ms = Mouse.GetState();
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@@ -19,6 +19,8 @@ namespace DepthsBelow
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public Krypton.KryptonEngine KryptonEngine;
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public Camera Camera;
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public static MouseInput MouseInput;
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@@ -39,6 +41,8 @@ namespace DepthsBelow
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graphics.ApplyChanges();
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this.IsMouseVisible = true;
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KryptonEngine = new Krypton.KryptonEngine(this, "KryptonEffect");
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}
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/// <summary>
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@@ -50,6 +54,13 @@ namespace DepthsBelow
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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// Initialize lighting engine
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this.KryptonEngine.Initialize();
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this.KryptonEngine.SpriteBatchCompatablityEnabled = true;
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this.KryptonEngine.CullMode = CullMode.CullClockwiseFace;
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this.KryptonEngine.AmbientColor = new Color(35, 35, 35);
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Camera = new Camera(this);
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Squad = new List<Soldier>();
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@@ -67,7 +78,22 @@ namespace DepthsBelow
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Map = Content.Load<Map>("maps/Cave.Level1");
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// Load map objects
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Map.ParseObjects(this);
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Map.Initialize(this, KryptonEngine);
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// DEBUG: Test lights
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var light = new Krypton.Lights.Light2D()
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{
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Texture = Krypton.LightTextureBuilder.CreatePointLight(this.GraphicsDevice, 512),
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Range = (float)(200),
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Color = Color.White,
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Intensity = 1f,
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Angle = MathHelper.TwoPi,
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X = 17 * Grid.TileSize,
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Y = 7 * Grid.TileSize,
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Fov = MathHelper.TwoPi,
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IsOn = true
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};
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this.KryptonEngine.Lights.Add(light);
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// TODO: use this.Content to load your game content here
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Soldier.LoadContent(this);
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@@ -103,6 +129,9 @@ namespace DepthsBelow
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foreach (var soldier in Squad)
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soldier.Update(gameTime);
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foreach (Krypton.Lights.Light2D light in KryptonEngine.Lights)
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light.Position = Camera.ScreenToWorld(new Vector2(Mouse.GetState().X, Mouse.GetState().Y));
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base.Update(gameTime);
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}
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@@ -112,25 +141,43 @@ namespace DepthsBelow
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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// Assign the matrix and pre-render the lightmap.
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this.KryptonEngine.Matrix = Camera.Transform;
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this.KryptonEngine.Bluriness = 1;
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this.KryptonEngine.LightMapPrepare();
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GraphicsDevice.Clear(Color.Black);
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// Start drawing using the Camera transform
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
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Camera.Transform);
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/*
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* Draw game world
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*/
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, Camera.Transform);
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// Draw the level
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Map.Draw(spriteBatch);
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// Draw the level
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Map.Draw(spriteBatch);
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// Draw units
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foreach (var soldier in Squad)
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{
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var sr = soldier.GetComponent<Component.SpriteRenderer>();
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if (sr != null)
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sr.Draw(spriteBatch);
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}
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// Draw units
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foreach (var soldier in Squad)
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{
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var sr = soldier.GetComponent<Component.SpriteRenderer>();
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if (sr != null)
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sr.Draw(spriteBatch);
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}
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// Draw mouse input visuals
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MouseInput.Draw(spriteBatch);
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spriteBatch.End();
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/*
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* Draw Krypton lighting
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*/
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this.KryptonEngine.Draw(gameTime);
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/*
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* Draw HUD elements
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*/
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, Camera.Transform);
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// Draw mouse input visuals
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MouseInput.Draw(spriteBatch);
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spriteBatch.End();
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@@ -146,6 +146,10 @@
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<Project>{CD3F949D-54AA-4D38-99DB-92905A375D84}</Project>
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<Name>AStar</Name>
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</ProjectReference>
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<ProjectReference Include="..\..\Krypton v2.0\Krypton\Krypton.csproj">
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<Project>{B1BFCB2A-C001-4DAC-BA7D-B68BF28757F3}</Project>
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<Name>Krypton</Name>
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</ProjectReference>
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<ProjectReference Include="..\DepthsBelowContent\DepthsBelowContent.contentproj">
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<Name>DepthsBelowContent %28Content%29</Name>
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<XnaReferenceType>Content</XnaReferenceType>
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@@ -59,27 +59,50 @@ namespace DepthsBelow
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}
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public void ParseObjects(Core core)
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public void Initialize(Core core, Krypton.KryptonEngine kryptonEngine)
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{
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foreach (var layer in Layers)
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{
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var objectLayer = layer as MapObjectLayer;
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if (objectLayer == null)
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continue;
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foreach (var mapObject in objectLayer.Objects)
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if (objectLayer != null)
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{
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if (mapObject.Type == "SquadStart")
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// Parse objects
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foreach (var mapObject in objectLayer.Objects)
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{
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var soldier = new Soldier(core);
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// HACK: For some reason, the tile object coordinates are offset by one tile on the Y-axis in the Tiled map file (https://github.com/bjorn/tiled/issues/91)
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var mapObjectPos = new Vector2(mapObject.Bounds.X, mapObject.Bounds.Y - Grid.TileSize);
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var mapObjectGridPos = Grid.WorldToGrid(mapObjectPos);
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soldier.X = mapObjectGridPos.X;
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soldier.Y = mapObjectGridPos.Y;
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core.Squad.Add(soldier);
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if (mapObject.Type == "SquadStart")
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{
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var soldier = new Soldier(core);
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// HACK: For some reason, the tile object coordinates are offset by one tile on the Y-axis in the Tiled map file (https://github.com/bjorn/tiled/issues/91)
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var mapObjectPos = new Vector2(mapObject.Bounds.X, mapObject.Bounds.Y - Grid.TileSize);
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var mapObjectGridPos = Grid.WorldToGrid(mapObjectPos);
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soldier.X = mapObjectGridPos.X;
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soldier.Y = mapObjectGridPos.Y;
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core.Squad.Add(soldier);
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}
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}
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}
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var tileLayer = layer as MapTileLayer;
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if (tileLayer != null)
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{
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// Prepare collision hulls for lighting engine
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if (tileLayer.Name == "Collision")
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{
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for (int y = 0; y < tileLayer.Height; y++)
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{
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for (int x = 0; x < tileLayer.Width; x++)
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{
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MapTile mapTile = tileLayer.Tiles[y * layer.Width + x];
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if (mapTile != null && mapTile.LocalId != 0)
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{
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var hull = Krypton.ShadowHull.CreateRectangle(new Vector2(TileWidth, TileHeight));
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hull.Position.X = x * TileWidth + TileWidth/2;
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hull.Position.Y = y * TileHeight + TileWidth / 2;
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kryptonEngine.Hulls.Add(hull);
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}
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}
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}
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}
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}
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}
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@@ -38,6 +38,10 @@ namespace DepthsBelow
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public void Update(GameTime gameTime)
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{
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// Only capture input if the game window is in focus
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if (!core.IsActive)
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return;
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MouseState ms = Mouse.GetState();
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Vector2 mouseWorldPos = core.Camera.ScreenToWorld(new Vector2(ms.X, ms.Y));
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KeyboardState ks = Keyboard.GetState();
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@@ -99,6 +99,13 @@
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="KryptonEffect.fx">
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<Name>KryptonEffect</Name>
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<Importer>EffectImporter</Importer>
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<Processor>EffectProcessor</Processor>
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</Compile>
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</ItemGroup>
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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+478
@@ -0,0 +1,478 @@
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// ------------------------------------------------------------------------------------------------ //
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// ----- Copyright 2011 Christopher Harris --------------------- http://krypton.codeplex.com/ ----- //
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// ----------------------------------------------------------------- mailto:xixonia@gmail.com ----- //
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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// ----- Parameters ------------------------------------------------------------------------------- //
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float4x4 Matrix;
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texture Texture0;
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texture Texture1;
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float2 LightPosition;
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float LightIntensityFactor = 1;
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float ShadowStrech = 1000000;
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float2 TexelBias;
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float4 AmbientColor;
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float Bluriness = 0.5f;
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float BlurFactorU = 0;
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float BlurFactorV = 0;
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// ------------------------------------------------------------------------------------------------ //
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// ----- Samplers --------------------------------------------------------------------------------- //
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sampler2D tex0 = sampler_state
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{
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Texture = <Texture0>;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler2D tex1 = sampler_state
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{
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Texture = <Texture1>;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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// ------------------------------------------------------------------------------------------------ //
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// ----- Structures ------------------------------------------------------------------------------- //
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struct ShadowHullVertex
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{
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float4 Position : POSITION0;
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float2 Normal : NORMAL0;
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float4 Color : COLOR0;
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};
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struct VertexPositionColor
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{
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float4 Position : POSITION0;
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float4 Color : COLOR0;
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};
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struct VertexPositionNormalTexture
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{
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float4 Position : POSITION0;
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float4 Normal : NORMAL0;
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float2 TexCoord : TEXCOORD0;
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};
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struct VertexPositionColorTexture
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{
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float4 Position : POSITION0;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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struct VertexPositionTexture
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{
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float4 Position : POSITION0;
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float2 TexCoord : TEXCOORD0;
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};
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// ------------------------------------------------------------------------------------------------ //
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// ----- Techniques ------------------------------------------------------------------------------- //
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// ------------------------------------------------------------------------------------------------
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// ----- Technique: TextureToTarget ---------------------------------------------------------------
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VertexPositionTexture VS_ScreenCopy(VertexPositionTexture input)
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{
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VertexPositionTexture output;
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output.Position = input.Position;
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output.TexCoord = input.TexCoord;
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return input;
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};
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float4 PS_ScreenCopy(VertexPositionTexture input) : COLOR0
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{
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return tex2D(tex0, input.TexCoord + TexelBias);
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};
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technique TextureToTarget_Add
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{
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pass Pass1
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{
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StencilEnable = False;
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BlendOp = Add;
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SrcBlend = One;
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DestBlend = One;
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AlphaBlendEnable = True;
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CullMode = CCW;
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VertexShader = compile vs_2_0 VS_ScreenCopy();
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PixelShader = compile ps_2_0 PS_ScreenCopy();
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}
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};
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technique TextureToTarget_Multiply
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{
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pass Pass1
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{
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StencilEnable = False;
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BlendOp = Add;
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SrcBlend = Zero;
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DestBlend = SrcColor;
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AlphaBlendEnable = True;
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CullMode = CCW;
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VertexShader = compile vs_2_0 VS_ScreenCopy();
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PixelShader = compile ps_2_0 PS_ScreenCopy();
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}
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};
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float4 PS_ClearTarget() : COLOR0
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{
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return float4(0, 0, 0, 1);
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}
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// ------------------------------------------------------------------------------------------------
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// ----- Technique: SimpleTexture -----------------------------------------------------------------
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VertexPositionColorTexture VS_SimpleTexture(VertexPositionColorTexture input)
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{
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VertexPositionColorTexture output;
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output.Position = mul(input.Position, Matrix);
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output.Color = input.Color;
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output.TexCoord = input.TexCoord;
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return output;
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};
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float4 PS_SimpleTexture(VertexPositionColorTexture input) : COLOR0
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{
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return tex2D(tex0, input.TexCoord) * input.Color;
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};
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float4 PS_LightTexture(VertexPositionColorTexture input) : COLOR0
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{
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return pow(tex2D(tex0, input.TexCoord) * input.Color, LightIntensityFactor);
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};
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technique SimpleTexture
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{
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pass Pass1
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{
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StencilEnable = False;
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VertexShader = compile vs_2_0 VS_SimpleTexture();
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PixelShader = compile ps_2_0 PS_SimpleTexture();
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}
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};
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technique LightTexture
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{
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pass Pass1
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{
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StencilEnable = False;
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BlendOp = Add;
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DestBlend = Zero;
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SrcBlend = SrcAlpha;
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AlphaBlendEnable = True;
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VertexShader = compile vs_2_0 VS_SimpleTexture();
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PixelShader = compile ps_2_0 PS_LightTexture();
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}
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};
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// ------------------------------------------------------------------------------------------------
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// ----- Technique: PointLight_Shadow -------------------------------------------------------------
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VertexPositionColor VS_PointLight_Shadow(ShadowHullVertex input)
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{
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float2 direction = normalize(LightPosition.xy - input.Position.xy);
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if(dot(input.Normal.xy, direction) < 0)
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{
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// Stretch backfacing vertices
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input.Position.xy -= direction * ShadowStrech;
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}
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VertexPositionColor output;
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output.Position = mul(input.Position, Matrix);
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output.Color = input.Color;
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return output;
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};
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float4 PS_PointLight_Shadow(float4 input : COLOR0) : COLOR0
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{
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return input;
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};
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VertexPositionColor VS_Shadow_HullIllumination(ShadowHullVertex input)
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{
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VertexPositionColor output;
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output.Position = mul(input.Position, Matrix);
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output.Color = input.Color;
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return output;
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};
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float4 PS_Shadow_HullIllumination() : COLOR0
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{
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return float4(1, 1, 1, 1);
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};
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technique PointLight_Shadow
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{
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pass Shadow
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{
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StencilEnable = False;
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AlphaBlendEnable = True;
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BlendOp = RevSubtract;
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SrcBlend = One;
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DestBlend = One;
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VertexShader = compile vs_2_0 VS_PointLight_Shadow();
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PixelShader = compile ps_2_0 PS_PointLight_Shadow();
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}
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};
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// ------------------------------------------------------------------------------------------------
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// ----- Technique: PointLight_ShadowWithIllumination ---------------------------------------------
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technique PointLight_ShadowWithIllumination
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{
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pass Shadow_Illumination
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{
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// This outlines where our hulls are currently, so we don't draw shadows there
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StencilEnable = True;
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StencilFunc = Never;
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StencilFail = Incr;
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AlphaBlendEnable = False;
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VertexShader = compile vs_2_0 VS_Shadow_HullIllumination();
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PixelShader = compile ps_2_0 PS_Shadow_HullIllumination();
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}
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pass Shadow
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{
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// Only draw where the Stencil hasn't touched
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StencilEnable = True;
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StencilFunc = Equal;
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StencilRef = 0;
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StencilFail = Incr;
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AlphaBlendEnable = True;
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BlendOp = RevSubtract;
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SrcBlend = One;
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DestBlend = One;
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VertexShader = compile vs_2_0 VS_PointLight_Shadow();
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PixelShader = compile ps_2_0 PS_PointLight_Shadow();
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}
|
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|
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};
|
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|
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// ------------------------------------------------------------------------------------------------
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// ----- Technique: PointLight_ShadowWithOcclusion ------------------------------------------------
|
||||
|
||||
technique PointLight_ShadowWithOcclusion
|
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{
|
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pass Shadow_HullStencil
|
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{
|
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// This outlines where our hulls are currently, so we don't draw shadows there, unless the hull is occluded
|
||||
StencilEnable = True;
|
||||
StencilFunc = Never;
|
||||
StencilFail = Incr;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_Shadow_HullIllumination();
|
||||
PixelShader = compile ps_2_0 PS_Shadow_HullIllumination();
|
||||
}
|
||||
|
||||
pass Shadow
|
||||
{
|
||||
// This allows us to draw shadows on hulls behind other hulls
|
||||
StencilEnable = True;
|
||||
StencilFunc = NotEqual;
|
||||
StencilRef = 1;
|
||||
StencilPass = Keep;
|
||||
StencilFail = Incr;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
|
||||
BlendOp = RevSubtract;
|
||||
SrcBlend = One;
|
||||
DestBlend = One;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_PointLight_Shadow();
|
||||
PixelShader = compile ps_2_0 PS_PointLight_Shadow();
|
||||
}
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// ----- Technique: DebugDraw ---------------------------------------------------------------------
|
||||
|
||||
technique DebugDraw
|
||||
{
|
||||
pass Solid
|
||||
{
|
||||
StencilEnable = False;
|
||||
AlphaBlendEnable = False;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_Shadow_HullIllumination();
|
||||
PixelShader = compile ps_2_0 PS_Shadow_HullIllumination();
|
||||
}
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// ----- Technique: Blur --------------------------------------------------------------------------
|
||||
|
||||
float4 PS_BlurH(in float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float blurFactor = Bluriness * BlurFactorU / 4.0f;
|
||||
|
||||
return
|
||||
tex2D(tex0, float2(texCoord.x - blurFactor * 4, texCoord.y) + TexelBias) * 0.05f +
|
||||
tex2D(tex0, float2(texCoord.x - blurFactor * 3, texCoord.y) + TexelBias) * 0.09f +
|
||||
tex2D(tex0, float2(texCoord.x - blurFactor * 2, texCoord.y) + TexelBias) * 0.12f +
|
||||
tex2D(tex0, float2(texCoord.x - blurFactor, texCoord.y) + TexelBias) * 0.15f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y) + TexelBias) * 0.18f +
|
||||
tex2D(tex0, float2(texCoord.x + blurFactor, texCoord.y) + TexelBias) * 0.15f +
|
||||
tex2D(tex0, float2(texCoord.x + blurFactor * 2, texCoord.y) + TexelBias) * 0.12f +
|
||||
tex2D(tex0, float2(texCoord.x + blurFactor * 3, texCoord.y) + TexelBias) * 0.09f +
|
||||
tex2D(tex0, float2(texCoord.x + blurFactor * 4, texCoord.y) + TexelBias) * 0.05f;
|
||||
}
|
||||
|
||||
float4 PS_BlurV(in float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float blurFactor = Bluriness * BlurFactorV / 4.0f;
|
||||
|
||||
return
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y - blurFactor * 4) + TexelBias) * 0.05f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y - blurFactor * 3) + TexelBias) * 0.09f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y - blurFactor * 2) + TexelBias) * 0.12f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y - blurFactor) + TexelBias) * 0.15f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y) + TexelBias) * 0.18f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y + blurFactor) + TexelBias) * 0.15f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y + blurFactor * 2) + TexelBias) * 0.12f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y + blurFactor * 3) + TexelBias) * 0.09f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y + blurFactor * 4) + TexelBias) * 0.05f;
|
||||
}
|
||||
|
||||
technique Blur
|
||||
{
|
||||
pass HorizontalBlur
|
||||
{
|
||||
ScissorTestEnable = False;
|
||||
StencilEnable = False;
|
||||
AlphaBlendEnable = False;
|
||||
|
||||
CullMode = CCW;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_ScreenCopy();
|
||||
PixelShader = compile ps_2_0 PS_BlurH();
|
||||
}
|
||||
|
||||
pass VerticalBlur
|
||||
{
|
||||
ScissorTestEnable = False;
|
||||
StencilEnable = False;
|
||||
AlphaBlendEnable = False;
|
||||
|
||||
CullMode = CCW;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_ScreenCopy();
|
||||
PixelShader = compile ps_2_0 PS_BlurV();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
technique PointLight_Shadow_Fast
|
||||
{
|
||||
pass ShadowStencil
|
||||
{
|
||||
StencilEnable = True;
|
||||
StencilFunc = Always;
|
||||
StencilPass = Incr;
|
||||
|
||||
ScissorTestEnable = True;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
BlendOp = Add;
|
||||
SrcBlend = DestAlpha;
|
||||
DestBlend = Zero;
|
||||
|
||||
ColorWriteEnable = Alpha;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_PointLight_Shadow();
|
||||
PixelShader = compile ps_2_0 PS_PointLight_Shadow();
|
||||
}
|
||||
|
||||
pass Light
|
||||
{
|
||||
StencilEnable = True;
|
||||
StencilFunc = Equal;
|
||||
StencilRef = 1;
|
||||
StencilPass = Keep;
|
||||
|
||||
ScissorTestEnable = True;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
BlendOp = Add;
|
||||
SrcBlend = One;
|
||||
DestBlend = One;
|
||||
|
||||
ColorWriteEnable = Red | Green | Blue;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_SimpleTexture();
|
||||
PixelShader = compile ps_2_0 PS_LightTexture();
|
||||
}
|
||||
|
||||
pass LightAlpha
|
||||
{
|
||||
StencilEnable = True;
|
||||
StencilFunc = NotEqual;
|
||||
StencilRef = 1;
|
||||
StencilPass = Keep;
|
||||
|
||||
ScissorTestEnable = True;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
BlendOp = Add;
|
||||
SrcBlend = DestAlpha;
|
||||
DestBlend = One;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_SimpleTexture();
|
||||
PixelShader = compile ps_2_0 PS_LightTexture();
|
||||
}
|
||||
|
||||
pass ClearAlpha
|
||||
{
|
||||
StencilEnable = False;
|
||||
|
||||
AlphaBlendEnable = False;
|
||||
|
||||
CullMode = CCW;
|
||||
|
||||
ColorWriteEnable = Alpha;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_ScreenCopy();
|
||||
PixelShader = compile ps_2_0 PS_ClearTarget();
|
||||
}
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user