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

@@ -39,72 +39,73 @@ namespace
CriticalSection MemPoolLocker;
}
void RenderDirectionalLightData::SetupLightData(ShaderLightData* data, bool useShadow) const
void RenderDirectionalLightData::SetShaderData(ShaderLightData& data, bool useShadow) const
{
data->SpotAngles.X = -2.0f;
data->SpotAngles.Y = 1.0f;
data->SourceRadius = 0;
data->SourceLength = 0;
data->Color = Color;
data->MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS);
data->Position = Float3::Zero;
data->CastShadows = useShadow ? 1.0f : 0.0f;
data->Direction = -Direction;
data->Radius = 0;
data->FalloffExponent = 0;
data->InverseSquared = 0;
data->RadiusInv = 0;
data.SpotAngles.X = -2.0f;
data.SpotAngles.Y = 1.0f;
data.SourceRadius = 0;
data.SourceLength = 0;
data.Color = Color;
data.MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS);
data.Position = Float3::Zero;
data.CastShadows = useShadow ? 1.0f : 0.0f;
data.Direction = -Direction;
data.Radius = 0;
data.FalloffExponent = 0;
data.InverseSquared = 0;
data.RadiusInv = 0;
}
void RenderSpotLightData::SetupLightData(ShaderLightData* data, bool useShadow) const
void RenderSpotLightData::SetShaderData(ShaderLightData& data, bool useShadow) const
{
data->SpotAngles.X = CosOuterCone;
data->SpotAngles.Y = InvCosConeDifference;
data->SourceRadius = SourceRadius;
data->SourceLength = 0.0f;
data->Color = Color;
data->MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS);
data->Position = Position;
data->CastShadows = useShadow ? 1.0f : 0.0f;
data->Direction = Direction;
data->Radius = Radius;
data->FalloffExponent = FallOffExponent;
data->InverseSquared = UseInverseSquaredFalloff ? 1.0f : 0.0f;
data->RadiusInv = 1.0f / Radius;
data.SpotAngles.X = CosOuterCone;
data.SpotAngles.Y = InvCosConeDifference;
data.SourceRadius = SourceRadius;
data.SourceLength = 0.0f;
data.Color = Color;
data.MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS);
data.Position = Position;
data.CastShadows = useShadow ? 1.0f : 0.0f;
data.Direction = Direction;
data.Radius = Radius;
data.FalloffExponent = FallOffExponent;
data.InverseSquared = UseInverseSquaredFalloff ? 1.0f : 0.0f;
data.RadiusInv = 1.0f / Radius;
}
void RenderPointLightData::SetupLightData(ShaderLightData* data, bool useShadow) const
void RenderPointLightData::SetShaderData(ShaderLightData& data, bool useShadow) const
{
data->SpotAngles.X = -2.0f;
data->SpotAngles.Y = 1.0f;
data->SourceRadius = SourceRadius;
data->SourceLength = SourceLength;
data->Color = Color;
data->MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS);
data->Position = Position;
data->CastShadows = useShadow ? 1.0f : 0.0f;
data->Direction = Direction;
data->Radius = Radius;
data->FalloffExponent = FallOffExponent;
data->InverseSquared = UseInverseSquaredFalloff ? 1.0f : 0.0f;
data->RadiusInv = 1.0f / Radius;
data.SpotAngles.X = -2.0f;
data.SpotAngles.Y = 1.0f;
data.SourceRadius = SourceRadius;
data.SourceLength = SourceLength;
data.Color = Color;
data.MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS);
data.Position = Position;
data.CastShadows = useShadow ? 1.0f : 0.0f;
data.Direction = Direction;
data.Radius = Radius;
data.FalloffExponent = FallOffExponent;
data.InverseSquared = UseInverseSquaredFalloff ? 1.0f : 0.0f;
data.RadiusInv = 1.0f / Radius;
}
void RenderSkyLightData::SetupLightData(ShaderLightData* data, bool useShadow) const
void RenderSkyLightData::SetShaderData(ShaderLightData& data, bool useShadow) const
{
data->SpotAngles.X = AdditiveColor.X;
data->SpotAngles.Y = AdditiveColor.Y;
data->SourceRadius = AdditiveColor.Z;
data->SourceLength = Image ? Image->StreamingTexture()->TotalMipLevels() - 2.0f : 0.0f;
data->Color = Color;
data->MinRoughness = MIN_ROUGHNESS;
data->Position = Position;
data->CastShadows = useShadow ? 1.0f : 0.0f;
data->Direction = Float3::Forward;
data->Radius = Radius;
data->FalloffExponent = 0;
data->InverseSquared = 0;
data->RadiusInv = 1.0f / Radius;
data.SpotAngles.X = AdditiveColor.X;
data.SpotAngles.Y = AdditiveColor.Y;
data.SourceRadius = AdditiveColor.Z;
data.SourceLength = Image ? Image->StreamingTexture()->TotalMipLevels() - 2.0f : 0.0f;
data.Color = Color;
data.MinRoughness = MIN_ROUGHNESS;
data.Position = Position;
data.CastShadows = useShadow ? 1.0f : 0.0f;
data.Direction = Float3::Forward;
data.Radius = Radius;
data.FalloffExponent = 0;
data.InverseSquared = 0;
data.RadiusInv = 1.0f / Radius;
}
}
void* RendererAllocation::Allocate(uintptr size)