Always access args.uniforms directly instead of first creating a TriUniforms variable

This commit is contained in:
Magnus Norddahl 2016-11-26 07:35:04 +01:00
commit 70181f4146
5 changed files with 33 additions and 46 deletions

View file

@ -103,12 +103,12 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *s
lightlevel = *light->p_lightlevel;
}
TriUniforms uniforms;
uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
PolyDrawArgs args;
args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
if (fixedlightlev >= 0 || fixedcolormap)
uniforms.light = 256;
uniforms.flags = 0;
uniforms.subsectorDepth = subsectorDepth;
args.uniforms.light = 256;
args.uniforms.flags = 0;
args.uniforms.subsectorDepth = subsectorDepth;
TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
if (!vertices)
@ -131,8 +131,6 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *s
}
}
PolyDrawArgs args;
args.uniforms = uniforms;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = sub->numlines;
@ -217,12 +215,12 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
bool isSky = picnum == skyflatnum;
TriUniforms uniforms;
uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
PolyDrawArgs args;
args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
if (fixedlightlev >= 0 || fixedcolormap)
uniforms.light = 256;
uniforms.flags = 0;
uniforms.subsectorDepth = isSky ? RenderPolyPortal::SkySubsectorDepth : subsectorDepth;
args.uniforms.light = 256;
args.uniforms.flags = 0;
args.uniforms.subsectorDepth = isSky ? RenderPolyPortal::SkySubsectorDepth : subsectorDepth;
TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
if (!vertices)
@ -245,8 +243,6 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
}
}
PolyDrawArgs args;
args.uniforms = uniforms;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = sub->numlines;