Use Nz::Bitset<> for-range
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@ -301,7 +301,7 @@ namespace Nz
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m_transferSet.insert(&viewerInstance->GetViewerInstance());
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UInt32 renderMask = viewerInstance->GetRenderMask();
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for (std::size_t i = m_shadowCastingLights.FindFirst(); i != m_shadowCastingLights.npos; i = m_shadowCastingLights.FindNext(i))
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for (std::size_t i : m_shadowCastingLights.IterBits())
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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if (lightData->shadowData->IsPerViewer() && (renderMask & lightData->renderMask) != 0)
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@ -419,7 +419,7 @@ namespace Nz
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m_visibleShadowCastingLights.PerformsAND(m_activeLights, m_shadowCastingLights);
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// Shadow map handling (for active lights)
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for (std::size_t i = m_visibleShadowCastingLights.FindFirst(); i != m_visibleShadowCastingLights.npos; i = m_visibleShadowCastingLights.FindNext(i))
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for (std::size_t i : m_visibleShadowCastingLights.IterBits())
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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if (!lightData->shadowData->IsPerViewer())
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@ -435,7 +435,7 @@ namespace Nz
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UInt32 renderMask = viewerData.viewer->GetRenderMask();
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// Per-viewer shadow map handling
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for (std::size_t lightIndex = viewerData.frame.visibleLights.FindFirst(); lightIndex != viewerData.frame.visibleLights.npos; lightIndex = viewerData.frame.visibleLights.FindNext(lightIndex))
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for (std::size_t lightIndex : viewerData.frame.visibleLights.IterBits())
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(lightIndex);
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if (lightData->shadowData && lightData->shadowData->IsPerViewer() && (renderMask & lightData->renderMask) != 0)
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@ -606,7 +606,7 @@ namespace Nz
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viewerData.pendingDestruction = true;
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UInt32 renderMask = viewerData.viewer->GetRenderMask();
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for (std::size_t i = m_shadowCastingLights.FindFirst(); i != m_shadowCastingLights.npos; i = m_shadowCastingLights.FindNext(i))
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for (std::size_t i : m_shadowCastingLights.IterBits())
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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if (lightData->shadowData->IsPerViewer() && (renderMask & lightData->renderMask) != 0)
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@ -710,7 +710,7 @@ namespace Nz
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continue;
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UInt32 renderMask = viewerData.viewer->GetRenderMask();
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for (std::size_t i = m_shadowCastingLights.FindFirst(); i != m_shadowCastingLights.npos; i = m_shadowCastingLights.FindNext(i))
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for (std::size_t i : m_shadowCastingLights.IterBits())
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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if (lightData->shadowData->IsPerViewer() && (renderMask & lightData->renderMask) != 0)
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@ -307,7 +307,7 @@ namespace Nz
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m_directionalLights.clear();
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m_pointLights.clear();
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m_spotLights.clear();
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for (std::size_t lightIndex = visibleLights.FindFirst(); lightIndex != visibleLights.npos; lightIndex = visibleLights.FindNext(lightIndex))
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for (std::size_t lightIndex : visibleLights.IterBits())
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{
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const Light* light = m_pipeline.RetrieveLight(lightIndex);
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