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

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