Refactor lights data in renderer storage

This commit is contained in:
Wojtek Figat
2024-03-25 17:13:40 +01:00
parent d13621e631
commit 0e00f1e0eb
11 changed files with 58 additions and 116 deletions

View File

@@ -24,7 +24,7 @@ void DirectionalLight::Draw(RenderContext& renderContext)
&& EnumHasAnyFlags(renderContext.View.Pass, DrawPass::GBuffer)
&& (ViewDistance < ZeroTolerance || Float3::DistanceSquared(renderContext.View.Position, position) < ViewDistance * ViewDistance))
{
RendererDirectionalLightData data;
RenderDirectionalLightData data;
data.Position = position;
data.MinRoughness = MinRoughness;
data.ShadowsDistance = ShadowsDistance;
@@ -45,7 +45,6 @@ void DirectionalLight::Draw(RenderContext& renderContext)
data.Cascade2Spacing = Cascade2Spacing;
data.Cascade3Spacing = Cascade3Spacing;
data.Cascade4Spacing = Cascade4Spacing;
data.PartitionMode = PartitionMode;
data.ContactShadowsLength = ContactShadowsLength;
data.StaticFlags = GetStaticFlags();
@@ -66,7 +65,6 @@ void DirectionalLight::Serialize(SerializeStream& stream, const void* otherObj)
SERIALIZE(Cascade2Spacing);
SERIALIZE(Cascade3Spacing);
SERIALIZE(Cascade4Spacing);
SERIALIZE(PartitionMode);
}
@@ -80,7 +78,6 @@ void DirectionalLight::Deserialize(DeserializeStream& stream, ISerializeModifier
DESERIALIZE(Cascade2Spacing);
DESERIALIZE(Cascade3Spacing);
DESERIALIZE(Cascade4Spacing);
DESERIALIZE(PartitionMode);
}

View File

@@ -89,7 +89,7 @@ void PointLight::Draw(RenderContext& renderContext)
&& radius > ZeroTolerance
&& (ViewDistance < ZeroTolerance || Vector3::DistanceSquared(renderContext.View.Position, position) < ViewDistance * ViewDistance))
{
RendererPointLightData data;
RenderPointLightData data;
data.Position = position;
data.MinRoughness = MinRoughness;
data.ShadowsDistance = ShadowsDistance;

View File

@@ -113,7 +113,7 @@ void SkyLight::Draw(RenderContext& renderContext)
&& brightness > ZeroTolerance
&& (ViewDistance < ZeroTolerance || Vector3::DistanceSquared(renderContext.View.Position, position) < ViewDistance * ViewDistance))
{
RendererSkyLightData data;
RenderSkyLightData data;
data.Position = position;
data.Color = Color.ToFloat3() * (Color.A * brightness);
data.VolumetricScatteringIntensity = VolumetricScatteringIntensity;

View File

@@ -139,7 +139,7 @@ void SpotLight::Draw(RenderContext& renderContext)
&& outerConeAngle > ZeroTolerance
&& (ViewDistance < ZeroTolerance || Vector3::DistanceSquared(renderContext.View.Position, position) < ViewDistance * ViewDistance))
{
RendererSpotLightData data;
RenderSpotLightData data;
data.Position = position;
data.MinRoughness = MinRoughness;
data.ShadowsDistance = ShadowsDistance;