Improved LOS effect
It's pretty inefficient (I need to figure out how to set up new shaders), and it might let the player see too much, but it looks way better than pure black.
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@@ -366,15 +366,15 @@ namespace Barotrauma.Lights
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spriteBatch.End();
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}
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public void DrawLOS(SpriteBatch spriteBatch, Effect effect)
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public void DrawLOS(SpriteBatch spriteBatch, Effect effect,bool renderingBackground)
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{
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if (!LosEnabled || ViewTarget == null) return;
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
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spriteBatch.Begin(SpriteSortMode.Deferred, renderingBackground ? CustomBlendStates.LOS : CustomBlendStates.Multiplicative, null, null, null, effect);
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spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
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spriteBatch.End();
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ObstructVision = false;
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if (!renderingBackground) ObstructVision = false;
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}
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public void ClearLights()
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@@ -399,10 +399,16 @@ namespace Barotrauma.Lights
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MultiplyWithAlpha = new BlendState();
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MultiplyWithAlpha.ColorDestinationBlend = MultiplyWithAlpha.AlphaDestinationBlend = Blend.One;
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MultiplyWithAlpha.ColorSourceBlend = MultiplyWithAlpha.AlphaSourceBlend = Blend.DestinationAlpha;
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LOS = new BlendState();
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LOS.ColorSourceBlend = LOS.AlphaSourceBlend = Blend.Zero;
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LOS.ColorDestinationBlend = LOS.AlphaDestinationBlend = Blend.InverseSourceColor;
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LOS.ColorBlendFunction = LOS.AlphaBlendFunction = BlendFunction.Add;
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}
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public static BlendState Multiplicative { get; private set; }
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public static BlendState WriteToAlpha { get; private set; }
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public static BlendState MultiplyWithAlpha { get; private set; }
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public static BlendState LOS { get; private set; }
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}
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}
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@@ -307,15 +307,23 @@ namespace Barotrauma
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if (MapEntity.mapEntityList[i].DrawDamageEffect)
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MapEntity.mapEntityList[i].DrawDamage(spriteBatch, damageEffect);
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}
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damageEffect.Parameters["aCutoff"].SetValue(0.0f);
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damageEffect.Parameters["cCutoff"].SetValue(0.0f);
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if (damageEffect != null)
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{
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damageEffect.Parameters["aCutoff"].SetValue(0.0f);
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damageEffect.Parameters["cCutoff"].SetValue(0.0f);
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}
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}
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public static void DrawBack(SpriteBatch spriteBatch, bool editing = false)
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public static void DrawBack(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
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{
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for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
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{
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if (predicate != null)
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{
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if (!predicate(MapEntity.mapEntityList[i])) continue;
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}
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if (MapEntity.mapEntityList[i].DrawBelowWater)
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MapEntity.mapEntityList[i].Draw(spriteBatch, editing, true);
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}
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