Rename renderLights to renderItems

This commit is contained in:
Zach Pomerantz 2016-01-15 17:47:37 -08:00
parent 7fd20bb036
commit 7f3e102b5e
4 changed files with 6 additions and 6 deletions

View file

@ -391,7 +391,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
renderLights(sceneContext, renderContext, inItems);
renderItems(sceneContext, renderContext, inItems);
});
args->_batch = nullptr;
}

View file

@ -62,14 +62,14 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
} else {
renderLights(sceneContext, renderContext, items.second);
renderItems(sceneContext, renderContext, items.second);
}
}
args->_pipeline = shadowSkinnedPipeline;
batch.setPipeline(shadowSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderLights(sceneContext, renderContext, inShapes.at(key));
renderItems(sceneContext, renderContext, inShapes.at(key));
}
args->_pipeline = nullptr;

View file

@ -124,7 +124,7 @@ void render::depthSortItems(const SceneContextPointer& sceneContext, const Rende
}
}
void render::renderLights(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
auto& scene = sceneContext->_scene;
RenderArgs* args = renderContext->getArgs();
@ -209,7 +209,7 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
renderLights(sceneContext, renderContext, culledItems);
renderItems(sceneContext, renderContext, culledItems);
args->_batch = nullptr;
});
}

View file

@ -21,7 +21,7 @@ namespace render {
void cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
void depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
void renderLights(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems);
void renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems);
void renderShapes(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapePlumberPointer& shapeContext, const ItemIDsBounds& inItems, int maxDrawnItems = -1);
class FetchItems {