| 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 | { |
no test coverage detected