Fixed LOS not going red + Fixed additive particles not looking right at all

This commit is contained in:
juanjp600
2017-12-20 20:47:17 -03:00
parent 07626a1989
commit 40a46f96e2
2 changed files with 4 additions and 4 deletions

View File

@@ -175,7 +175,7 @@ namespace Barotrauma.Lights
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
//GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
if (Character.Controlled != null)
{

View File

@@ -133,7 +133,6 @@ namespace Barotrauma
spriteBatch.End();
//draw additive particles that are in water and behind subs
//TODO: make these draw properly somehow, since they're not rendered into the lightmap anymore
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
spriteBatch.End();
@@ -217,7 +216,6 @@ namespace Barotrauma
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
spriteBatch.End();
if (GameMain.LightManager.LightingEnabled)
{
spriteBatch.Begin(SpriteSortMode.Deferred, Lights.CustomBlendStates.Multiplicative, null, DepthStencilState.None, null, null, null);
@@ -235,7 +233,9 @@ namespace Barotrauma
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, null, null, null);
if (GameMain.LightManager.LosEnabled && Character.Controlled!=null)
{
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(10, 24, 30, 255));
float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
Color.Lerp(GameMain.LightManager.AmbientLight * 0.5f, Color.Red, r));
spriteBatch.End();
Hull.renderer.waterEffect.CurrentTechnique = Hull.renderer.waterEffect.Techniques["LosShader"];
Hull.renderer.waterEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.losTexture);