Renamed two functions

This commit is contained in:
Christoph Oelckers 2018-04-16 08:55:13 +02:00
parent 8a2e52d651
commit 3e6f69f64a
5 changed files with 14 additions and 22 deletions

View file

@ -33,14 +33,7 @@
#include "actorinlines.h"
#include "a_dynlight.h"
#include "gl/system/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
#include "gl_dynlight.h"
//==========================================================================
@ -49,6 +42,7 @@
//
//==========================================================================
// These shouldn't be called 'gl...' anymore...
CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
@ -59,7 +53,7 @@ CVAR(Int, gl_attenuate, -1, 0); // This is mainly a debug option.
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &ldata)
bool FDynLightData::GetLight(int group, Plane & p, ADynamicLight * light, bool checkside)
{
DVector3 pos = light->PosRelative(group);
float radius = (light->GetRadius());
@ -73,7 +67,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
return false;
}
gl_AddLightToList(group, light, ldata);
AddLightToList(group, light);
return true;
}
@ -82,7 +76,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
// Add one dynamic light to the light data list
//
//==========================================================================
void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
void FDynLightData::AddLightToList(int group, ADynamicLight * light)
{
int i = 0;
@ -143,7 +137,7 @@ void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
spotDirZ = -light->Angles.Yaw.Sin() * xzLen;
}
float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(16)];
float *data = &arrays[i][arrays[i].Reserve(16)];
data[0] = pos.X;
data[1] = pos.Z;
data[2] = pos.Y;