internal static void WritePointlightConstants(LightId lid, ref MyPointlightConstants data) { data.VsPosition = Vector3.Transform(Lights.Data[lid.Index].Position - MyEnvironment.CameraPosition, ref MyEnvironment.ViewAt0); data.Range = Pointlights[lid.Index].Range; data.Color = Pointlights[lid.Index].Color; data.Falloff = Pointlights[lid.Index].Falloff; }
internal static void WritePointlightConstants(LightId lid, ref MyPointlightConstants data) { if (lid == LightId.NULL) { data = default(MyPointlightConstants); return; } data.VsPosition = Vector3.Transform(Lights.Data[lid.Index].PointPosition - MyRender11.Environment.CameraPosition, ref MyRender11.Environment.ViewAt0); if (MyStereoRender.Enable) { if (MyStereoRender.RenderRegion == MyStereoRegion.LEFT) { data.VsPosition = Vector3.Transform(Lights.Data[lid.Index].PointPosition - MyStereoRender.EnvMatricesLeftEye.CameraPosition, ref MyStereoRender.EnvMatricesLeftEye.ViewAt0); } else if (MyStereoRender.RenderRegion == MyStereoRegion.RIGHT) { data.VsPosition = Vector3.Transform(Lights.Data[lid.Index].PointPosition - MyStereoRender.EnvMatricesRightEye.CameraPosition, ref MyStereoRender.EnvMatricesRightEye.ViewAt0); } } data.Range = Pointlights[lid.Index].Range; data.Color = Pointlights[lid.Index].Color; data.Falloff = Pointlights[lid.Index].Falloff; data.GlossFactor = Pointlights[lid.Index].GlossFactor; }
internal static void WritePointlightConstants(LightId lid, ref MyPointlightConstants data) { if (lid == LightId.NULL) { data = default(MyPointlightConstants); return; } data.VsPosition = Vector3.Transform(Lights.Data[lid.Index].PositionWithOffset - MyEnvironment.CameraPosition, ref MyEnvironment.ViewAt0); data.Range = Pointlights[lid.Index].Range; data.Color = Pointlights[lid.Index].Color; data.Falloff = Pointlights[lid.Index].Falloff; }
internal static void WritePointlightConstants(LightId lid, ref MyPointlightConstants data) { data.VsPosition = Vector3.Transform(Lights.Data[lid.Index].PositionWithOffset - MyEnvironment.CameraPosition, ref MyEnvironment.ViewAt0); data.Range = Pointlights[lid.Index].Range; data.Color = Pointlights[lid.Index].Color; data.Falloff = Pointlights[lid.Index].Falloff; }