Refactor lights data in renderer storage
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@@ -39,7 +39,7 @@ namespace
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CriticalSection MemPoolLocker;
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}
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void RendererDirectionalLightData::SetupLightData(LightData* data, bool useShadow) const
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void RenderDirectionalLightData::SetupLightData(LightData* data, bool useShadow) const
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{
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data->SpotAngles.X = -2.0f;
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data->SpotAngles.Y = 1.0f;
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@@ -56,7 +56,7 @@ void RendererDirectionalLightData::SetupLightData(LightData* data, bool useShado
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data->RadiusInv = 0;
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}
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void RendererSpotLightData::SetupLightData(LightData* data, bool useShadow) const
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void RenderSpotLightData::SetupLightData(LightData* data, bool useShadow) const
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{
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data->SpotAngles.X = CosOuterCone;
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data->SpotAngles.Y = InvCosConeDifference;
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@@ -73,7 +73,7 @@ void RendererSpotLightData::SetupLightData(LightData* data, bool useShadow) cons
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data->RadiusInv = 1.0f / Radius;
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}
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void RendererPointLightData::SetupLightData(LightData* data, bool useShadow) const
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void RenderPointLightData::SetupLightData(LightData* data, bool useShadow) const
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{
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data->SpotAngles.X = -2.0f;
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data->SpotAngles.Y = 1.0f;
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@@ -90,7 +90,7 @@ void RendererPointLightData::SetupLightData(LightData* data, bool useShadow) con
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data->RadiusInv = 1.0f / Radius;
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}
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void RendererSkyLightData::SetupLightData(LightData* data, bool useShadow) const
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void RenderSkyLightData::SetupLightData(LightData* data, bool useShadow) const
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{
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data->SpotAngles.X = AdditiveColor.X;
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data->SpotAngles.Y = AdditiveColor.Y;
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