SwRasterizer/Lighting: get rid of nested return

This commit is contained in:
wwylele 2017-07-11 21:47:55 +03:00
parent c6d1472513
commit e415558a4f

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@ -340,16 +340,17 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
.Cast<u8>(),
Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
.Cast<u8>();
auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
.Cast<u8>()};
.Cast<u8>();
return {diffuse, specular};
}
MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));