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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.8.34408.163
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LightingTest", "LightingTest\LightingTest.csproj", "{917925A8-D4BE-40FB-B4FC-9BEABB11C386}"
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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using System;
using System.Collections.Generic;
using System.Threading;
namespace Orpticon.MonoGameLighting
{
public static class Lighting
{
private static Texture2D pixelTexture;
public static float MaxOpacity { get; set; } = 0.5f; // Maximum opacity
public static float BaseDarkness { get; set; } = 0.95f;
private static Rectangle CameraRect;
private static float[] alphaMap;
public static void Initialize(GraphicsDeviceManager graphicsDevice, Rectangle cameraRect)
{
// TODO: Add your initialization logic here
pixelTexture = new Texture2D(graphicsDevice.GraphicsDevice, 1, 1);
pixelTexture.SetData(new Color[] { Color.White });
CameraRect = cameraRect;
alphaMap = new float[CameraRect.Width * CameraRect.Height];
Array.Fill(alphaMap, 1f);
}
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, new List<RectangleF>(), Color.White);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius, Color color) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, new List<RectangleF>(), color);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius, List<RectangleF> collisionBoxes) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, collisionBoxes, Color.White);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, float radius, List<RectangleF> collisionBoxes, Color color) => RenderCone(_spriteBatch, originPoint, new Vector2(0, -1), radius, 360, collisionBoxes, color);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, Vector2 direction, float coneRadius, float coneAngleInDegrees) => RenderCone(_spriteBatch, originPoint, direction, coneRadius, coneAngleInDegrees, new List<RectangleF>(), Color.White);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, Vector2 direction, float coneRadius, float coneAngleInDegrees, List<RectangleF> collisionBoxes) => RenderCone(_spriteBatch, originPoint, direction, coneRadius, coneAngleInDegrees, collisionBoxes, Color.White);
public static void RenderCone(SpriteBatch _spriteBatch, Vector2 originPoint, Vector2 notNormalizedDirection, float coneRadius, float coneAngleInDegrees, List<RectangleF> collisionBoxes, Color color)
{
float halfAngle = MathHelper.ToRadians(coneAngleInDegrees) / 2;
Vector2 normalizedDirection = Vector2.Normalize(notNormalizedDirection);
float coneStartAngle = (float)Math.Atan2(normalizedDirection.Y, normalizedDirection.X) - halfAngle;
float coneEndAngle = (float)Math.Atan2(normalizedDirection.Y, normalizedDirection.X) + halfAngle;
Vector2 startingPoint = new Vector2(
Math.Min(originPoint.X, originPoint.X + normalizedDirection.X * coneRadius) - coneRadius,
Math.Min(originPoint.Y, originPoint.Y + normalizedDirection.Y * coneRadius) - coneRadius
);
float radiusSquared = coneRadius * coneRadius;
float maxBoundingCircleRadius = (float)Math.Sqrt(2 * (1f / 2) * (1f / 2)); // Diagonal of a block
List<RectangleF> filteredCollisionBoxes = new List<RectangleF>();
foreach (var collisionBox in collisionBoxes)
{
Vector2 boxCenter = new Vector2(collisionBox.Center.X, collisionBox.Center.Y);
Vector2 directionToBox = Vector2.Normalize(boxCenter - originPoint);
float distanceToBoxCenter = Vector2.Distance(originPoint, boxCenter);
if (distanceToBoxCenter > coneRadius + maxBoundingCircleRadius)
continue;
float angleToBox = (float)Math.Atan2(directionToBox.Y, directionToBox.X);
if (angleToBox < 0)
angleToBox += MathHelper.TwoPi;
float normalizedConeStartAngle = coneStartAngle < 0 ? coneStartAngle + MathHelper.TwoPi : coneStartAngle;
float normalizedConeEndAngle = coneEndAngle < 0 ? coneEndAngle + MathHelper.TwoPi : coneEndAngle;
bool withinConeAngle = normalizedConeStartAngle <= angleToBox && angleToBox <= normalizedConeEndAngle;
if (normalizedConeEndAngle < normalizedConeStartAngle)
withinConeAngle = angleToBox >= normalizedConeStartAngle || angleToBox <= normalizedConeEndAngle;
if (withinConeAngle)
{
filteredCollisionBoxes.Add(collisionBox);
}
}
for (float y = startingPoint.Y; y < originPoint.Y + coneRadius; y += 1)
{
for (float x = startingPoint.X; x < originPoint.X + coneRadius; x += 1)
{
if(!CameraRect.Contains(x, y)) continue;
Vector2 blockCenter = new Vector2(x + 1 / 2, y + 1 / 2);
Vector2 toBlock = blockCenter - originPoint;
if (toBlock.LengthSquared() > radiusSquared)
continue;
Vector2 directionToBlock = Vector2.Normalize(toBlock);
float angleToBlock = (float)Math.Atan2(directionToBlock.Y, directionToBlock.X);
if (angleToBlock < 0)
angleToBlock += MathHelper.TwoPi;
float normalizedConeStartAngle = coneStartAngle < 0 ? coneStartAngle + MathHelper.TwoPi : coneStartAngle;
float normalizedConeEndAngle = coneEndAngle < 0 ? coneEndAngle + MathHelper.TwoPi : coneEndAngle;
bool withinConeAngle = normalizedConeStartAngle <= angleToBlock && angleToBlock <= normalizedConeEndAngle;
if (normalizedConeEndAngle < normalizedConeStartAngle)
withinConeAngle = angleToBlock >= normalizedConeStartAngle || angleToBlock <= normalizedConeEndAngle;
if (withinConeAngle)
{
bool clearLineOfSight = true;
foreach (var collisionBox in filteredCollisionBoxes)
{
if (collisionBox.Contains(blockCenter) || RayIntersectsRectangle(originPoint, blockCenter, collisionBox))
{
clearLineOfSight = false;
break;
}
}
if (clearLineOfSight)
{
float distanceToCenter = toBlock.Length();
float opacity = MaxOpacity * (1 - MathHelper.Clamp(distanceToCenter / coneRadius, 0f, 1f));
DrawFilledRectangle((int)x, (int)y, opacity);
}
}
}
}
}
private static void DrawFilledRectangle(int x, int y, float opacity)
{
int i = (y - CameraRect.Y) * CameraRect.Width + (x - CameraRect.X);
alphaMap[i] *= (1 - opacity);
}
private static bool PointInCone(Vector2 point, Vector2 originPoint, Vector2 endPoint, float coneRadius, float angleOffset)
{
Vector2 directionToPoint = point - originPoint;
Vector2 directionToEndpoint = endPoint - originPoint;
float dotProduct = Vector2.Dot(directionToPoint, directionToEndpoint);
if (dotProduct < 0)
return false; // Point is behind the origin point of the cone
float distanceSquaredToOrigin = Vector2.DistanceSquared(point, originPoint);
float maxDistanceSquared = coneRadius * coneRadius;
if (distanceSquaredToOrigin > maxDistanceSquared)
return false; // Point is outside cone radius
float angleToPoint = (float)Math.Acos(dotProduct / (directionToPoint.Length() * directionToEndpoint.Length()));
return angleToPoint <= angleOffset;
}
private static bool RayIntersectsRectangle(Vector2 rayStart, Vector2 rayEnd, RectangleF rectangle)
{
Vector2 direction = rayEnd - rayStart;
float invDirX = 1.0f / direction.X;
float invDirY = 1.0f / direction.Y;
float tNearX = (rectangle.Left - rayStart.X) * invDirX;
float tNearY = (rectangle.Top - rayStart.Y) * invDirY;
float tFarX = (rectangle.Right - rayStart.X) * invDirX;
float tFarY = (rectangle.Bottom - rayStart.Y) * invDirY;
if (tNearX > tFarX) (tNearX, tFarX) = (tFarX, tNearX);
if (tNearY > tFarY) (tNearY, tFarY) = (tFarY, tNearY);
if (tNearX > tFarY || tNearY > tFarX)
return false;
float tNear = Math.Max(tNearX, tNearY);
float tFar = Math.Min(tFarX, tFarY);
return tNear >= 0 && tFar >= 0 && tNear <= 1;
}
public static void ApplyAlphaMap(SpriteBatch _spriteBatch)
{
for(int x = 0; x < CameraRect.Width; x++)
{
for(int y = 0; y < CameraRect.Height; y++)
{
int i = y * CameraRect.Width + x;
_spriteBatch.Draw(pixelTexture, new Rectangle(x + CameraRect.X, y + CameraRect.Y, 1, 1), Color.Black * BaseDarkness * alphaMap[i]);
}
}
}
//protected override void Draw(GameTime gameTime)
//{
// GraphicsDevice.Clear(Color.Green);
// _spriteBatch.Begin();
// var pos = Mouse.GetState().Position.ToVector2();
// var cen = new Vector2(_graphics.PreferredBackBufferWidth / 2, _graphics.PreferredBackBufferHeight / 2);
// var rects = new List<RectangleF> { new RectangleF(pos, new Vector2(48, 48)), new RectangleF(new Vector2(1024, 384), new Vector2(48, 48)) };
// rects.ForEach(x => DrawFilledRectangle(_spriteBatch, x, Color.Brown));
// RenderCone(_spriteBatch, new Vector2(cen.X, cen.Y), 1000, rects);
// _spriteBatch.End();
// base.Draw(gameTime);
//}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Library</OutputType>
<TargetFramework>net6.0</TargetFramework>
<RollForward>Major</RollForward>
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<None Remove="Icon.ico" />
<None Remove="Icon.bmp" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Icon.ico" />
<EmbeddedResource Include="Icon.bmp" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Extended" Version="3.8.0" />
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.303" />
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.1.303" />
</ItemGroup>
<Target Name="RestoreDotnetTools" BeforeTargets="Restore">
<Message Text="Restoring dotnet tools" Importance="High" />
<Exec Command="dotnet tool restore" />
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<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="LightingTest"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">permonitorv2,permonitor</dpiAwareness>
</windowsSettings>
</application>
</assembly>