mirror of https://github.com/AxioDL/metaforce.git
CWorldLight: Eliminate variable shadowing
While we're at it, we can make use of structured bindings.
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@ -57,14 +57,12 @@ CLight CWorldLight::GetAsCGraphicsLight() const {
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CLight::BuildSpot(x10_position, x1c_direction.normalized(),
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CLight::BuildSpot(x10_position, x1c_direction.normalized(),
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zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f}, x2c_cutoffAngle * .5f);
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zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f}, x2c_cutoffAngle * .5f);
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float c, l, q;
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const auto [constant, linear, quadratic] = CalculateLightFalloff(x3c_falloff, x28_q);
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std::tie(c, l, q) = CalculateLightFalloff(x3c_falloff, x28_q);
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light.SetAttenuation(constant, linear, quadratic);
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light.SetAttenuation(c, l, q);
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return light;
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return light;
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}
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}
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float distC, distL, distQ;
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std::tie(distC, distL, distQ) = CalculateLightFalloff(x3c_falloff, x28_q);
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const auto [distC, distL, distQ] = CalculateLightFalloff(x3c_falloff, x28_q);
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return CLight::BuildCustom(x10_position, zeus::CVector3f{0.f, 1.f, 0.f},
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return CLight::BuildCustom(x10_position, zeus::CVector3f{0.f, 1.f, 0.f},
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zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f}, distC, distL, distQ, 1.f, 0.f,
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zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f}, distC, distL, distQ, 1.f, 0.f,
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0.f);
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0.f);
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