diff options
Diffstat (limited to 'src/LivingVillage.Desktop/Game.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/Game.fs | 22 |
1 files changed, 7 insertions, 15 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs index a83f04c..4e2a741 100644 --- a/src/LivingVillage.Desktop/Game.fs +++ b/src/LivingVillage.Desktop/Game.fs @@ -3346,18 +3346,10 @@ type LivingVillageGame() as this = let tileX x = x * Sim.tilePixels - int camera.X let tileY y = y * Sim.tilePixels - int camera.Y match riverscapeMap with - | Some map -> - // P39:cc0 模式下把主路石灯笼并入夜光;fallback 保持原灯光源。 - VillageArt.drawNightGlows - spriteBatch - pixel - map - (4 * Sim.tilePixels) - (int (150.0f * glow)) - tileX - tileY - Sim.tilePixels - artTextures.Cc0TileAtlas.IsSome + | Some _ -> + // P79:生成器世界的夜光改到 veil 之后的去叠层(`SceneDetailRender.drawNightHalos`), + // 每光源 ≤2 层、层间暗隙、半径 4→3 tile,不再在此铺一大团叠加光。 + () | None -> for prop in renderPlan.Props do match prop.Kind with @@ -3421,11 +3413,11 @@ type LivingVillageGame() as this = let v = period.Veil spriteBatch.Draw(pixel, Rectangle(0, 0, viewport.Width, viewport.Height), VillageArt.premultiply (int v.R) (int v.G) (int v.B) period.VeilAlpha) - // P78:夜帧加成层(水面逐格微光斑 + 桥头灯柱窄光晕)。画在全部 veil 之后, - // 故不被夜色乘暗、暗部层次仍可读;白天 lanternGlow=0,本层为空、白天帧零回归。 + // P78/P79:夜帧加成层(水面逐格微光斑 + 桥头灯柱窄光晕 + 去叠灯群光晕 + 炊烟增强)。 + // 画在全部 veil 之后,故不被夜色乘暗、暗部层次仍可读;白天 lanternGlow=0,本层为空、白天帧零回归。 match riverscapeMap with | Some map when lanternGlow > 0.0f -> - SceneDetailRender.drawNight spriteBatch pixel camera map world.Tick lanternGlow + SceneDetailRender.drawNight spriteBatch artTextures pixel camera map world.Tick lanternGlow | _ -> () spriteBatch.End() |
