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authorKae <80987908+Novaenia@users.noreply.github.com>2024-03-26 07:31:33 +1100
committerKae <80987908+Novaenia@users.noreply.github.com>2024-03-26 07:31:33 +1100
commitc484fab32dcac655164f082805d1d55d1d058f2f (patch)
tree9eeabdaee723a88bbebdd77d41d1bb93ee3def83 /source/game/StarWorldImpl.hpp
parent77d7f8eb81af21dd231f6384951fc2c14c149d5c (diff)
experiment: auto-conversion of object spread lights to hybrid spread/point lights
Diffstat (limited to 'source/game/StarWorldImpl.hpp')
-rw-r--r--source/game/StarWorldImpl.hpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/game/StarWorldImpl.hpp b/source/game/StarWorldImpl.hpp
index dec827f..3e3728b 100644
--- a/source/game/StarWorldImpl.hpp
+++ b/source/game/StarWorldImpl.hpp
@@ -445,10 +445,10 @@ namespace WorldImpl {
for (auto const& entity : entityMap->entityQuery(RectF(lighting.calculationRegion()))) {
for (auto const& light : entity->lightSources()) {
Vec2F position = worldGeometry.nearestTo(Vec2F(lighting.calculationRegion().min()), light.position);
- if (light.pointLight)
- lighting.addPointLight(position, light.color.sum() / 3.0f, light.pointBeam, light.beamAngle, light.beamAmbience);
- else
+ if (light.type == LightType::Spread)
lighting.addSpreadLight(position, light.color.sum() / 3.0f);
+ else
+ lighting.addPointLight(position, light.color.sum() / 3.0f, light.pointBeam, light.beamAngle, light.beamAmbience);
}
}