private void InitLight() { Vector3 localPosition; Position.GetInterpolatedValue(0, out localPosition); Vector4 color; Color.GetInterpolatedValue(0, out color); float range; Range.GetInterpolatedValue(0, out range); float intensity; Intensity.GetInterpolatedValue(0, out intensity); m_renderObjectID = VRageRender.MyRenderProxy.CreateRenderLight( VRageRender.LightTypeEnum.PointLight, Vector3D.Transform(localPosition * m_effect.GetEmitterScale(), m_effect.WorldMatrix), -1, 0, color, color, 1, 0.75f, range * m_effect.GetEmitterScale(), intensity, true, false, 0, false, Vector3.Zero, Vector3.Zero, 0, Vector4.Zero, 0, 0, 0, null, 0, false, false, VRageRender.Lights.MyGlareTypeEnum.Normal, 0, 0, 0, null, 0); }
private MatrixD CalculateWorldMatrix() { Vector3 pos = Offset; return(MatrixD.CreateTranslation(pos * m_effect.GetEmitterScale()) * GetEffect().WorldMatrix); }
public void Update() { VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("ParticleLight-Update"); bool created = false; if (Enabled) { if (m_renderObjectID == MyRenderProxy.RENDER_ID_UNASSIGNED) { InitLight(); created = true; } } else { if (m_renderObjectID != MyRenderProxy.RENDER_ID_UNASSIGNED) { CloseLight(); } VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); return; } Vector3 localPosition; Position.GetInterpolatedValue(m_effect.GetElapsedTime(), out localPosition); Vector3 localPositionVar; PositionVar.GetInterpolatedValue(m_effect.GetElapsedTime(), out localPositionVar); Vector3 localPositionVarRnd = new Vector3( MyUtils.GetRandomFloat(-localPositionVar.X, localPositionVar.X), MyUtils.GetRandomFloat(-localPositionVar.Y, localPositionVar.Y), MyUtils.GetRandomFloat(-localPositionVar.Z, localPositionVar.Z)); localPosition += localPositionVarRnd; Vector4 color; Color.GetInterpolatedValue(m_effect.GetElapsedTime(), out color); float colorVar; ColorVar.GetInterpolatedValue(m_effect.GetElapsedTime(), out colorVar); float colorVarRnd = MyUtils.GetRandomFloat(1 - colorVar, 1 + colorVar); color.X = MathHelper.Clamp(color.X * colorVarRnd, 0, 1); color.Y = MathHelper.Clamp(color.Y * colorVarRnd, 0, 1); color.Z = MathHelper.Clamp(color.Z * colorVarRnd, 0, 1); float range; Range.GetInterpolatedValue(m_effect.GetElapsedTime(), out range); float rangeVar; RangeVar.GetInterpolatedValue(m_effect.GetElapsedTime(), out rangeVar); float rangeVarRnd = MyUtils.GetRandomFloat(-rangeVar, rangeVar); range += rangeVarRnd; float intensity; Intensity.GetInterpolatedValue(m_effect.GetElapsedTime(), out intensity); float intensityVar; IntensityVar.GetInterpolatedValue(m_effect.GetElapsedTime(), out intensityVar); float intensityRnd = MyUtils.GetRandomFloat(-intensityVar, intensityVar); intensity += intensityRnd; if (m_effect.IsStopped) { intensity = 0; } Vector3D position = Vector3D.Transform(localPosition * m_effect.GetEmitterScale(), m_effect.WorldMatrix); if ((m_position != position) || (m_color != color) || (m_range != range) || (m_intensity != intensity) || created) { m_color = color; m_intensity = intensity; m_range = range; m_position = position; MyLightLayout light = new MyLightLayout() { Range = m_range * m_effect.GetEmitterScale(), Color = new Vector3(m_color), Falloff = 1, GlossFactor = 1, DiffuseFactor = 1, }; UpdateRenderLightData renderLightData = new UpdateRenderLightData() { ID = m_renderObjectID, Position = m_position, Type = LightTypeEnum.PointLight, ParentID = -1, UseInForwardRender = true, SpecularColor = new Vector3(m_color), PointLightOn = true, PointLightIntensity = m_intensity, PointLight = light, }; MyRenderProxy.UpdateRenderLight(ref renderLightData); } VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); }