Refactor some of the code.
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@@ -4,13 +4,13 @@
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#include <math.h>
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bool render_target_init(uint32_t width, uint32_t height, render_target_t* render_target)
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{
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render_target->width = width;
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render_target->height = height;
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size_t size_of_pixel = sizeof(vec4s);
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size_t buffer_size = (size_t)width * height * size_of_pixel;
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size_t image_size = (size_t)width * height;
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size_t buffer_size = image_size * size_of_pixel;
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vec4s* buffer = (vec4s*)malloc(buffer_size);
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if (buffer == NULL)
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{
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@@ -19,7 +19,7 @@ bool render_target_init(uint32_t width, uint32_t height, render_target_t* render
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memset(buffer, 0, buffer_size);
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for (size_t i = 0; i < buffer_size / size_of_pixel; i++)
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for (size_t i = 0; i < image_size; i++)
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{
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buffer[i].w = 1.0;
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}
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@@ -39,7 +39,7 @@ static inline uint16_t get_sample_count(uint16_t sample_count, int flag)
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return sample_count;
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}
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static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s coord, uint32_t x, uint32_t y, int flag, vec4s* pixel_color)
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static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s coord, uint32_t x, uint32_t y, debug_flag_t flag, vec4s* pixel_color)
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{
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vec4s accumulated_color = glms_vec4_zero();
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uint32_t pixel_id = y * config->width + x;
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@@ -118,7 +118,7 @@ void renderer_start(render_job_t* job)
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}
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vec4s pixel_color;
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render_pixel(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, job->rendering_flag, &pixel_color);
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render_pixel(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, job->debug_flag, &pixel_color);
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render_target_set_pixel(job->render_target, (uint32_t)x, (uint32_t)y, pixel_color);
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}
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}
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