コード例 #1
0
 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;
 }
コード例 #2
0
ファイル: MyLight.cs プロジェクト: jdepablos/SpaceEngineers
        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;
        }
コード例 #3
0
        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;
        }
コード例 #4
0
ファイル: MyLight.cs プロジェクト: fluxit/SpaceEngineers
 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;
 }