GLRadiosityRenderer
: Replace GLRenderer *
with GLRenderer &
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d99f202c92
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@ -51,8 +51,8 @@ namespace spades {
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}
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};
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GLRadiosityRenderer::GLRadiosityRenderer(GLRenderer *r, client::GameMap *m)
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: renderer(r), device(r->GetGLDevice()), settings(r->GetSettings()), map(m) {
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GLRadiosityRenderer::GLRadiosityRenderer(GLRenderer &r, client::GameMap *m)
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: renderer(r), device(r.GetGLDevice()), settings(r.GetSettings()), map(m) {
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SPADES_MARK_FUNCTION();
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w = map->Width();
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@ -166,7 +166,7 @@ namespace spades {
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Vector3 pos = {ipos.x + .5f, ipos.y + .5f, ipos.z + .5f};
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GLMapShadowRenderer *shadowmap = renderer->mapShadowRenderer;
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GLMapShadowRenderer *shadowmap = renderer.mapShadowRenderer;
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uint32_t *bitmap = shadowmap->bitmap.data();
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int centerX = ipos.x;
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int centerY = ipos.y - ipos.z;
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@ -355,7 +355,7 @@ namespace spades {
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if (!chunks[i].transferDone.load())
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cnt++;
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}
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GLProfiler::Context profiler(renderer->GetGLProfiler(), "Radiosity [>= %d chunk(s)]",
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GLProfiler::Context profiler(renderer.GetGLProfiler(), "Radiosity [>= %d chunk(s)]",
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cnt);
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for (size_t i = 0; i < chunks.size(); i++) {
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Chunk &c = chunks[i];
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@ -393,7 +393,7 @@ namespace spades {
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int nearDirtyChunks = 0;
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// first, check only chunks in near range
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Vector3 eyePos = renderer->GetSceneDef().viewOrigin;
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Vector3 eyePos = renderer.GetSceneDef().viewOrigin;
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int eyeX = (int)(eyePos.x) >> ChunkSizeBits;
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int eyeY = (int)(eyePos.y) >> ChunkSizeBits;
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int eyeZ = (int)(eyePos.z) >> ChunkSizeBits;
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@ -42,7 +42,7 @@ namespace spades {
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class UpdateDispatch;
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enum { ChunkSize = 16, ChunkSizeBits = 4, Envelope = 6 };
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GLRenderer *renderer;
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GLRenderer &renderer;
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IGLDevice &device;
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GLSettings &settings;
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client::GameMap *map;
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@ -102,7 +102,7 @@ namespace spades {
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Vector3 base, x, y, z;
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};
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GLRadiosityRenderer(GLRenderer *renderer, client::GameMap *map);
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GLRadiosityRenderer(GLRenderer &renderer, client::GameMap *map);
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~GLRadiosityRenderer();
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Result Evaluate(IntVector3);
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@ -322,7 +322,7 @@ namespace spades {
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SPLog("Creating Ray-traced Ambient Occlusion Renderer");
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ambientShadowRenderer = new GLAmbientShadowRenderer(*this, *newMap);
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SPLog("Creating Relective Shadow Maps Renderer");
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radiosityRenderer = new GLRadiosityRenderer(this, newMap.get_pointer());
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radiosityRenderer = new GLRadiosityRenderer(*this, newMap.get_pointer());
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} else {
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SPLog("Radiosity is disabled");
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}
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