Terraria 1.4.0.5 Source Code
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Graphics/Light/LightMap.cs
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198
Graphics/Light/LightMap.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.Graphics.Light.LightMap
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using ReLogic.Threading;
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using Terraria.Utilities;
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namespace Terraria.Graphics.Light
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{
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public class LightMap
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{
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private Vector3[] _colors;
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private LightMaskMode[] _mask;
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private FastRandom _random = FastRandom.CreateWithRandomSeed();
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private const int DEFAULT_WIDTH = 203;
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private const int DEFAULT_HEIGHT = 203;
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public int NonVisiblePadding { get; set; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public float LightDecayThroughAir { get; set; }
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public float LightDecayThroughSolid { get; set; }
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public Vector3 LightDecayThroughWater { get; set; }
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public Vector3 LightDecayThroughHoney { get; set; }
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public Vector3 this[int x, int y]
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{
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get => this._colors[this.IndexOf(x, y)];
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set => this._colors[this.IndexOf(x, y)] = value;
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}
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public LightMap()
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{
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this.LightDecayThroughAir = 0.91f;
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this.LightDecayThroughSolid = 0.56f;
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this.LightDecayThroughWater = new Vector3(0.88f, 0.96f, 1.015f) * 0.91f;
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this.LightDecayThroughHoney = new Vector3(0.75f, 0.7f, 0.6f) * 0.91f;
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this.Width = 203;
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this.Height = 203;
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this._colors = new Vector3[41209];
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this._mask = new LightMaskMode[41209];
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}
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public void GetLight(int x, int y, out Vector3 color) => color = this._colors[this.IndexOf(x, y)];
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public LightMaskMode GetMask(int x, int y) => this._mask[this.IndexOf(x, y)];
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public void Clear()
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{
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for (int index = 0; index < this._colors.Length; ++index)
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{
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this._colors[index].X = 0.0f;
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this._colors[index].Y = 0.0f;
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this._colors[index].Z = 0.0f;
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this._mask[index] = LightMaskMode.None;
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}
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}
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public void SetMaskAt(int x, int y, LightMaskMode mode) => this._mask[this.IndexOf(x, y)] = mode;
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public void Blur()
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{
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this.BlurPass();
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this.BlurPass();
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this._random.NextSeed();
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}
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private void BlurPass()
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{
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// ISSUE: method pointer
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FastParallel.For(0, this.Width, new ParallelForAction((object) this, __methodptr(\u003CBlurPass\u003Eb__42_0)), (object) null);
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// ISSUE: method pointer
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FastParallel.For(0, this.Height, new ParallelForAction((object) this, __methodptr(\u003CBlurPass\u003Eb__42_1)), (object) null);
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}
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private void BlurLine(int startIndex, int endIndex, int stride)
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{
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Vector3 zero = Vector3.Zero;
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bool flag1 = false;
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bool flag2 = false;
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bool flag3 = false;
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for (int index = startIndex; index != endIndex + stride; index += stride)
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{
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if ((double) zero.X < (double) this._colors[index].X)
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{
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zero.X = this._colors[index].X;
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flag1 = false;
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}
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else if (!flag1)
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{
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if ((double) zero.X < 0.0185000002384186)
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flag1 = true;
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else
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this._colors[index].X = zero.X;
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}
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if ((double) zero.Y < (double) this._colors[index].Y)
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{
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zero.Y = this._colors[index].Y;
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flag2 = false;
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}
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else if (!flag2)
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{
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if ((double) zero.Y < 0.0185000002384186)
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flag2 = true;
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else
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this._colors[index].Y = zero.Y;
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}
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if ((double) zero.Z < (double) this._colors[index].Z)
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{
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zero.Z = this._colors[index].Z;
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flag3 = false;
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}
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else if (!flag3)
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{
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if ((double) zero.Z < 0.0185000002384186)
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flag3 = true;
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else
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this._colors[index].Z = zero.Z;
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}
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if (!(flag1 & flag3 & flag2))
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{
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switch (this._mask[index])
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{
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case LightMaskMode.None:
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if (!flag1)
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zero.X *= this.LightDecayThroughAir;
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if (!flag2)
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zero.Y *= this.LightDecayThroughAir;
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if (!flag3)
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{
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zero.Z *= this.LightDecayThroughAir;
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continue;
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}
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continue;
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case LightMaskMode.Solid:
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if (!flag1)
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zero.X *= this.LightDecayThroughSolid;
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if (!flag2)
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zero.Y *= this.LightDecayThroughSolid;
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if (!flag3)
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{
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zero.Z *= this.LightDecayThroughSolid;
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continue;
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}
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continue;
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case LightMaskMode.Water:
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float num = (float) this._random.WithModifier((ulong) index).Next(98, 100) / 100f;
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if (!flag1)
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zero.X *= this.LightDecayThroughWater.X * num;
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if (!flag2)
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zero.Y *= this.LightDecayThroughWater.Y * num;
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if (!flag3)
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{
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zero.Z *= this.LightDecayThroughWater.Z * num;
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continue;
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}
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continue;
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case LightMaskMode.Honey:
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if (!flag1)
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zero.X *= this.LightDecayThroughHoney.X;
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if (!flag2)
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zero.Y *= this.LightDecayThroughHoney.Y;
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if (!flag3)
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{
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zero.Z *= this.LightDecayThroughHoney.Z;
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continue;
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}
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continue;
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default:
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continue;
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}
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}
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}
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}
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private int IndexOf(int x, int y) => x * this.Height + y;
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public void SetSize(int width, int height)
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{
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if (width * height > this._colors.Length)
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{
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this._colors = new Vector3[width * height];
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this._mask = new LightMaskMode[width * height];
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}
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this.Width = width;
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this.Height = height;
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}
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}
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}
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