Remove UpdateEffects as it is updated on CollectEffects anyway

This commit is contained in:
Lwmte 2022-07-31 01:21:01 +03:00
parent 4b75c9ee5f
commit b449f27b6e
3 changed files with 7 additions and 19 deletions

View file

@ -459,7 +459,6 @@ namespace TEN::Renderer
void ClearDynamicLights();
void ClearShadowMap();
void UpdateItemAnimations(RenderView& view);
void UpdateEffects(RenderView& view);
bool PrintDebugMessage(int x, int y, int alpha, byte r, byte g, byte b, LPCSTR Message);
void InitialiseScreen(int w, int h, bool windowed, HWND handle, bool reset);

View file

@ -375,6 +375,7 @@ namespace TEN::Renderer
newItem->ItemNumber = itemNum;
newItem->ObjectNumber = item->ObjectNumber;
newItem->Color = item->Color;
newItem->Position = item->Pose.Position.ToVector3();
newItem->Translation = Matrix::CreateTranslation(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z);
newItem->Rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(item->Pose.Orientation.y),
TO_RAD(item->Pose.Orientation.x),
@ -435,6 +436,7 @@ namespace TEN::Renderer
{
mesh->staticNumber,
room.RoomNumber,
mesh->pos.Position.ToVector3(),
world,
mesh->color,
room.AmbientLight,
@ -621,13 +623,12 @@ namespace TEN::Renderer
void Renderer11::CollectLightsForEffect(short roomNumber, RendererEffect* effect)
{
CollectLights(effect->Effect->pos.Position.ToVector3(), ITEM_LIGHT_COLLECTION_RADIUS, roomNumber, NO_ROOM, false, effect->LightsToDraw);
CollectLights(effect->Position, ITEM_LIGHT_COLLECTION_RADIUS, roomNumber, NO_ROOM, false, effect->LightsToDraw);
}
void Renderer11::CollectLightsForItem(RendererItem* item)
{
auto pos = Vector3::Transform(Vector3::Zero, item->Translation);
CollectLights(pos, ITEM_LIGHT_COLLECTION_RADIUS, item->RoomNumber, item->PrevRoomNumber, false, item->LightsToDraw);
CollectLights(item->Position, ITEM_LIGHT_COLLECTION_RADIUS, item->RoomNumber, item->PrevRoomNumber, false, item->LightsToDraw);
}
void Renderer11::CalculateLightFades(RendererItem *item)
@ -723,8 +724,9 @@ namespace TEN::Renderer
RendererEffect *newEffect = &m_effects[fxNum];
newEffect->Effect = fx;
newEffect->Id = fxNum;
newEffect->ObjectNumber = fx->objectNumber;
newEffect->RoomNumber = fx->roomNumber;
newEffect->Position = fx->pos.Position.ToVector3();
newEffect->World = Matrix::CreateFromYawPitchRoll(fx->pos.Orientation.y, fx->pos.Position.x, fx->pos.Position.z) * Matrix::CreateTranslation(fx->pos.Position.x, fx->pos.Position.y, fx->pos.Position.z);
newEffect->Mesh = GetMesh(obj->nmeshes ? obj->meshIndex : fx->frameNumber);

View file

@ -34,19 +34,6 @@ namespace TEN::Renderer
using std::pair;
using std::vector;
void Renderer11::UpdateEffects(RenderView& view)
{
for (auto room : view.roomsToDraw)
{
for (auto fx : room->EffectsToDraw)
{
Matrix translation = Matrix::CreateTranslation(fx->Effect->pos.Position.x, fx->Effect->pos.Position.y, fx->Effect->pos.Position.z);
Matrix rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(fx->Effect->pos.Orientation.y), TO_RAD(fx->Effect->pos.Orientation.x), TO_RAD(fx->Effect->pos.Orientation.z));
fx->World = rotation * translation;
}
}
}
void Renderer11::UpdateAnimation(RendererItem *item, RendererObject& obj, ANIM_FRAME** frmptr, short frac, short rate, int mask, bool useObjectWorldRotation)
{
static std::vector<int> boneIndexList;