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source/renderer/DecalRData.cpp
Show First 20 Lines • Show All 211 Lines • ▼ Show 20 Lines | void CDecalRData::BuildArrays() | ||||
m_Array.SetNumVertices((i1-i0+1)*(j1-j0+1)); | m_Array.SetNumVertices((i1-i0+1)*(j1-j0+1)); | ||||
m_Array.Layout(); | m_Array.Layout(); | ||||
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>(); | VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>(); | ||||
VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>(); | VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>(); | ||||
VertexArrayIterator<SColor4ub> DiffuseColor = m_DiffuseColor.GetIterator<SColor4ub>(); | VertexArrayIterator<SColor4ub> DiffuseColor = m_DiffuseColor.GetIterator<SColor4ub>(); | ||||
VertexArrayIterator<float[2]> UV = m_UV.GetIterator<float[2]>(); | VertexArrayIterator<float[2]> UV = m_UV.GetIterator<float[2]>(); | ||||
const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); | const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); | ||||
bool cpuLighting = (g_Renderer.GetRenderPath() == CRenderer::RP_FIXED); | bool cpuLighting = (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED); | ||||
for (ssize_t j = j0; j <= j1; ++j) | for (ssize_t j = j0; j <= j1; ++j) | ||||
{ | { | ||||
for (ssize_t i = i0; i <= i1; ++i) | for (ssize_t i = i0; i <= i1; ++i) | ||||
{ | { | ||||
CVector3D pos; | CVector3D pos; | ||||
m_Decal->m_Terrain->CalcPosition(i, j, pos); | m_Decal->m_Terrain->CalcPosition(i, j, pos); | ||||
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Wildfire Games · Phabricator