Various renamings

This commit is contained in:
Wojtek Figat
2024-03-26 14:27:10 +01:00
parent 01d91bf102
commit 4ab572426d
7 changed files with 78 additions and 77 deletions

View File

@@ -961,7 +961,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
PROFILE_GPU_CPU_NAMED("Directional Light");
const bool useShadow = CanRenderShadow(renderContext.View, light);
// TODO: test perf/quality when using Shadow Map for directional light (ShadowsPass::Instance()->LastDirLightShadowMap) instead of Global SDF trace
light.SetupLightData(&data.Light, useShadow);
light.SetShaderData(data.Light, useShadow);
data.Light.Color *= light.IndirectLightingIntensity;
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
context->UpdateCB(_cb0, &data);
@@ -994,7 +994,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
// Draw draw light
PROFILE_GPU_CPU_NAMED("Point Light");
const bool useShadow = CanRenderShadow(renderContext.View, light);
light.SetupLightData(&data.Light, useShadow);
light.SetShaderData(data.Light, useShadow);
data.Light.Color *= light.IndirectLightingIntensity;
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
context->UpdateCB(_cb0, &data);
@@ -1027,7 +1027,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
// Draw draw light
PROFILE_GPU_CPU_NAMED("Spot Light");
const bool useShadow = CanRenderShadow(renderContext.View, light);
light.SetupLightData(&data.Light, useShadow);
light.SetShaderData(data.Light, useShadow);
data.Light.Color *= light.IndirectLightingIntensity;
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
context->UpdateCB(_cb0, &data);