- Fixed shadows not being cast if the lightsource is outside the sub and the convexhull is not
- Option to change the texture of the "light sphere" - Added "headlights" to the scooters
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@@ -2,6 +2,7 @@
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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namespace Barotrauma.Lights
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{
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@@ -122,7 +123,7 @@ namespace Barotrauma.Lights
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foreach (LightSource light in lights)
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{
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if (light.hullsInRange.Count == 0 || light.Color.A < 0.01f || light.Range < 1.0f) continue;
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if (!light.hullsInRange.Any() || light.Color.A < 0.01f || light.Range < 1.0f) continue;
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if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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//clear alpha to 1
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@@ -135,7 +136,7 @@ namespace Barotrauma.Lights
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foreach (ConvexHull ch in light.hullsInRange)
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{
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if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, ch.BoundingBox)) continue;
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//if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, ch.BoundingBox)) continue;
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//draw shadow
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ch.DrawShadows(graphics, cam, light, shadowTransform, false);
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}
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@@ -152,7 +153,7 @@ namespace Barotrauma.Lights
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foreach (LightSource light in lights)
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{
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if (light.hullsInRange.Count > 0 || light.Color.A < 0.01f) continue;
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if (light.hullsInRange.Any() || light.Color.A < 0.01f) continue;
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//if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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light.Draw(spriteBatch);
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@@ -163,10 +164,6 @@ namespace Barotrauma.Lights
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//clear alpha, to avoid messing stuff up later
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ClearAlphaToOne(graphics, spriteBatch);
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graphics.SetRenderTarget(null);
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if (!ObstructVision) return;
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}
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public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
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