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hub / github.com/TombEngine/TombEngine / AddDynamicFogBulb

Method AddDynamicFogBulb

TombEngine/Renderer/RendererDraw.cpp:1677–1698  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

1675 }
1676
1677 void Renderer::AddDynamicFogBulb(const Vector3& pos, float radius, float density, const Color& color, int hash)
1678 {
1679 if (_isLocked || g_GameFlow->LastFreezeMode != FreezeMode::None)
1680 return;
1681
1682 auto dynamicLight = RendererLight{};
1683
1684 dynamicLight.Color = Vector3(color.x, color.y, color.z);
1685
1686 dynamicLight.RoomNumber = NO_VALUE;
1687 dynamicLight.Intensity = density;
1688 dynamicLight.Position = pos;
1689 dynamicLight.In = 1.0f;
1690 dynamicLight.Out = radius;
1691 dynamicLight.Type = LightType::FogBulb;
1692 dynamicLight.CastShadows = false;
1693 dynamicLight.BoundingSphere = BoundingSphere(pos, radius);
1694 dynamicLight.Luma = Luma(dynamicLight.Color);
1695 dynamicLight.Hash = hash;
1696
1697 PrepareDynamicLight(dynamicLight);
1698 }
1699
1700 void Renderer::PrepareDynamicLight(RendererLight& light)
1701 {

Callers 1

SpawnDynamicFogBulbFunction · 0.80

Calls 2

LumaFunction · 0.85
Vector3Function · 0.50

Tested by

no test coverage detected