(3dc4135ce) v0.9.5.1

This commit is contained in:
Regalis
2019-11-21 18:22:25 +01:00
parent b39922a074
commit 5c95c53118
287 changed files with 12655 additions and 5048 deletions
@@ -216,7 +216,7 @@ namespace Barotrauma.Lights
if (GameMain.Config.SpecularityEnabled)
{
UpdateSpecularMap(graphics, spriteBatch, spriteBatchTransform, cam, backgroundObstructor);
//UpdateSpecularMap(graphics, spriteBatch, spriteBatchTransform, cam, backgroundObstructor);
}
graphics.SetRenderTarget(LightMap);
@@ -302,19 +302,38 @@ namespace Barotrauma.Lights
//draw characters to obstruct the highlighted items/characters and light sprites
//---------------------------------------------------------------------------------------------------
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, transformMatrix: spriteBatchTransform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, effect: SolidColorEffect, transformMatrix: spriteBatchTransform);
foreach (Character character in Character.CharacterList)
{
if (character.CurrentHull == null || !character.Enabled) continue;
if (Character.Controlled?.FocusedCharacter == character) continue;
if (Character.Controlled?.FocusedCharacter == character) continue;
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.DeformSprite != null) continue;
limb.Draw(spriteBatch, cam, Color.Black);
}
}
spriteBatch.End();
graphics.BlendState = BlendState.Additive;
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidColor"];
DeformableSprite.Effect.Parameters["solidColor"].SetValue(Color.Black.ToVector4());
DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, transformMatrix: spriteBatchTransform);
foreach (Character character in Character.CharacterList)
{
if (character.CurrentHull == null || !character.Enabled) continue;
if (Character.Controlled?.FocusedCharacter == character) continue;
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.DeformSprite == null) continue;
limb.Draw(spriteBatch, cam, Color.Black);
}
}
spriteBatch.End();
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
graphics.BlendState = BlendState.Additive;
//draw the actual light volumes, additive particles, hull ambient lights and the halo around the player
//---------------------------------------------------------------------------------------------------
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
@@ -372,10 +391,10 @@ namespace Barotrauma.Lights
if (GameMain.Config.SpecularityEnabled)
{
spriteBatch.Begin(blendState: CustomBlendStates.Multiplicative);
/*spriteBatch.Begin(blendState: CustomBlendStates.Multiplicative);
spriteBatch.Draw(SpecularMap, Vector2.Zero, Color.White);
//spriteBatch.Draw(SpecularMap, Vector2.Zero, Color.White);
spriteBatch.End();
spriteBatch.End();*/
}
//draw the actual light volumes, additive particles, hull ambient lights and the halo around the player