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Renamed two functions
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8a2e52d651
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5 changed files with 14 additions and 22 deletions
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@ -53,13 +53,11 @@ struct FDynLightData
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if (siz[1] > max) siz[1] = max;
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if (siz[2] > max) siz[2] = max;
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}
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bool GetLight(int group, Plane & p, ADynamicLight * light, bool checkside);
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void AddLightToList(int group, ADynamicLight * light);
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};
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &data);
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void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata);
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void gl_UploadLights(FDynLightData &data);
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#endif
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@ -33,14 +33,7 @@
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#include "actorinlines.h"
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#include "a_dynlight.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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#include "gl_dynlight.h"
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//==========================================================================
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@ -49,6 +42,7 @@
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//
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//==========================================================================
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// These shouldn't be called 'gl...' anymore...
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CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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@ -59,7 +53,7 @@ CVAR(Int, gl_attenuate, -1, 0); // This is mainly a debug option.
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &ldata)
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bool FDynLightData::GetLight(int group, Plane & p, ADynamicLight * light, bool checkside)
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{
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DVector3 pos = light->PosRelative(group);
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float radius = (light->GetRadius());
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@ -73,7 +67,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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return false;
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}
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gl_AddLightToList(group, light, ldata);
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AddLightToList(group, light);
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return true;
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}
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@ -82,7 +76,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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// Add one dynamic light to the light data list
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//
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//==========================================================================
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void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
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void FDynLightData::AddLightToList(int group, ADynamicLight * light)
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{
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int i = 0;
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@ -143,7 +137,7 @@ void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
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spotDirZ = -light->Angles.Yaw.Sin() * xzLen;
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(16)];
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float *data = &arrays[i][arrays[i].Reserve(16)];
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data[0] = pos.X;
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data[1] = pos.Z;
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data[2] = pos.Y;
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@ -130,7 +130,7 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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}
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iter_dlightf++;
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// we must do the side check here because gl_SetupLight needs the correct plane orientation
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// we must do the side check here because gl_GetLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light);
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if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
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@ -140,7 +140,7 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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}
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p.Set(plane.plane.Normal(), plane.plane.fD());
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gl_GetLight(sub->sector->PortalGroup, p, light, false, lightdata);
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lightdata.GetLight(sub->sector->PortalGroup, p, light, false);
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node = node->nextLight;
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}
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@ -243,7 +243,7 @@ int gl_SetDynModelLight(AActor *self, int dynlightindex)
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{
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if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
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{
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gl_AddLightToList(group, light, modellightdata);
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modellightdata.AddLightToList(group, light);
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addedLights.push_back(light);
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}
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}
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@ -139,7 +139,7 @@ void GLWall::SetupLights()
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}
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if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
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{
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gl_GetLight(seg->frontsector->PortalGroup, p, node->lightsource, true, lightdata);
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lightdata.GetLight(seg->frontsector->PortalGroup, p, node->lightsource, true);
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}
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}
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}
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