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Pass position reference instead of copy when collecting lights
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parent
19528ea3bd
commit
ab7e25aa7a
2 changed files with 4 additions and 4 deletions
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@ -434,7 +434,7 @@ namespace TEN::Renderer
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void CollectRooms(RenderView& renderView, bool onlyRooms);
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void CollectItems(short roomNumber, RenderView& renderView);
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void CollectStatics(short roomNumber, RenderView& renderView);
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void CollectLights(Vector3 position, float radius, int roomNumber, int prevRoomNumber, bool prioritizeShadowLight, bool useCachedRoomLights, std::vector<RendererLightNode>* roomsLights, std::vector<RendererLight*>* outputLights);
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void CollectLights(const Vector3& pos, float radius, int roomNumber, int prevRoomNumber, bool prioritizeShadowLight, bool useCachedRoomLights, std::vector<RendererLightNode>* roomsLights, std::vector<RendererLight*>* outputLights);
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void CollectLightsForItem(RendererItem* item);
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void CollectLightsForEffect(short roomNumber, RendererEffect* effect);
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void CollectLightsForRoom(short roomNumber, RenderView& renderView);
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@ -528,7 +528,7 @@ namespace TEN::Renderer
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}
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}
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void Renderer::CollectLights(Vector3 position, float radius, int roomNumber, int prevRoomNumber, bool prioritizeShadowLight, bool useCachedRoomLights, std::vector<RendererLightNode>* roomsLights, std::vector<RendererLight*>* outputLights)
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void Renderer::CollectLights(const Vector3& pos, float radius, int roomNumber, int prevRoomNumber, bool prioritizeShadowLight, bool useCachedRoomLights, std::vector<RendererLightNode>* roomsLights, std::vector<RendererLight*>* outputLights)
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{
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if (_rooms.size() <= roomNumber)
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return;
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@ -573,7 +573,7 @@ namespace TEN::Renderer
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// Dynamic lights have the priority
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for (auto& light : _dynamicLights[_dynamicLightList])
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{
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float distSqr = Vector3::DistanceSquared(position, light.Position);
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float distSqr = Vector3::DistanceSquared(pos, light.Position);
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processLight(light, distSqr, 1);
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}
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@ -604,7 +604,7 @@ namespace TEN::Renderer
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light.Type == LightType::Shadow ||
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light.Type == LightType::Spot)
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{
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float distSqr = Vector3::DistanceSquared(position, light.Position);
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float distSqr = Vector3::DistanceSquared(pos, light.Position);
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processLight(light, distSqr, 0);
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}
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else
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