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

@@ -305,7 +305,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity;
perLight.ViewSpaceBoundingSphere = Float4(viewSpaceLightBoundsOrigin, radius);
Matrix::Transpose(view.Projection, perLight.ViewToVolumeClip);
light.SetupLightData(&perLight.LocalLight, true);
light.SetShaderData(perLight.LocalLight, true);
perLight.LocalLightShadow = shadow;
// Upload data
@@ -366,7 +366,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity;
perLight.ViewSpaceBoundingSphere = Float4(viewSpaceLightBoundsOrigin, radius);
Matrix::Transpose(renderContext.View.Projection, perLight.ViewToVolumeClip);
light.SetupLightData(&perLight.LocalLight, withShadow);
light.SetShaderData(perLight.LocalLight, withShadow);
// Upload data
context->UpdateCB(cb1, &perLight);
@@ -442,7 +442,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
{
const auto shadowPass = ShadowsPass::Instance();
const bool useShadow = dirLight.CastVolumetricShadow && shadowPass->LastDirLightIndex == dirLightIndex;
dirLight.SetupLightData(&_cache.Data.DirectionalLight, useShadow);
dirLight.SetShaderData(_cache.Data.DirectionalLight, useShadow);
_cache.Data.DirectionalLight.Color *= brightness;
if (useShadow)
{