Code review fixes, remove implicit GLSL casts

pull/593/head
glassmancody.info 4 years ago
parent 582f7b52cf
commit 531a6e1979

@ -1171,8 +1171,8 @@ namespace MWRender
lightManager->updateMaxLights();
auto defines = mResourceSystem->getSceneManager()->getShaderManager().getGlobalDefines();
for (auto& define : lightManager->getLightDefines())
defines[define.first] = define.second;
for (const auto& [name, key] : lightManager->getLightDefines())
defines[name] = key;
mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(defines);
mSceneRoot->removeUpdateCallback(mStateUpdater);

@ -184,8 +184,8 @@ namespace SceneUtil
void configureLayout(int offsetColors, int offsetPosition, int offsetAttenuationRadius, int size, int stride)
{
constexpr auto sizeofVec4 = sizeof(GL_FLOAT) * osg::Vec4::num_components;
constexpr auto sizeofFloat = sizeof(GL_FLOAT);
constexpr auto sizeofVec4 = sizeofFloat * osg::Vec4::num_components;
mOffsets[Diffuse] = offsetColors / sizeofFloat;
mOffsets[Ambient] = mOffsets[Diffuse] + 1;
@ -197,11 +197,12 @@ namespace SceneUtil
// Copy over previous buffers light data. Buffers populate before we know the layout.
LightBuffer oldBuffer = LightBuffer(*this);
mData->resize(size / sizeofFloat);
for (int i = 0; i < oldBuffer.mCount; ++i)
{
std::memcpy(&(*mData)[getOffset(i, Diffuse)], &(*mData)[oldBuffer.getOffset(i, Diffuse)], sizeof(osg::Vec4f));
std::memcpy(&(*mData)[getOffset(i, Position)], &(*mData)[oldBuffer.getOffset(i, Position)], sizeof(osg::Vec4f));
std::memcpy(&(*mData)[getOffset(i, AttenuationRadius)], &(*mData)[oldBuffer.getOffset(i, AttenuationRadius)], sizeof(osg::Vec4f));
std::memcpy(&(*mData)[getOffset(i, Diffuse)], &(*oldBuffer.mData)[oldBuffer.getOffset(i, Diffuse)], sizeof(osg::Vec4f));
std::memcpy(&(*mData)[getOffset(i, Position)], &(*oldBuffer.mData)[oldBuffer.getOffset(i, Position)], sizeof(osg::Vec4f));
std::memcpy(&(*mData)[getOffset(i, AttenuationRadius)], &(*oldBuffer.mData)[oldBuffer.getOffset(i, AttenuationRadius)], sizeof(osg::Vec4f));
}
}
@ -766,17 +767,27 @@ namespace SceneUtil
std::string generateDummyShader(int maxLightsInScene)
{
return "#version 120\n"
"#extension GL_ARB_uniform_buffer_object : require \n"
"struct LightData { \n"
" ivec4 packedColors; \n"
" vec4 position; \n"
" vec4 attenuation; \n"
"}; \n"
"uniform LightBufferBinding { \n"
" LightData LightBuffer[" + std::to_string(mLightManager->getMaxLightsInScene()) + "];\n"
"}; \n"
"void main() { gl_Position = vec4(0.0); } \n";
const std::string define = "@maxLightsInScene";
std::string shader = R"GLSL(
#version 120
#extension GL_ARB_uniform_buffer_object : require
struct LightData {
ivec4 packedColors;
vec4 position;
vec4 attenuation;
};
uniform LightBufferBinding {
LightData LightBuffer[@maxLightsInScene];
};
void main()
{
gl_Position = vec4(0.0);
}
)GLSL";
shader.replace(shader.find(define), define.length(), std::to_string(maxLightsInScene));
return shader;
}
LightManager* mLightManager;

@ -174,7 +174,7 @@ this mode when supported and where the GPU is not a bottleneck. On some weaker
devices, using this mode along with :ref:`force per pixel lighting` can carry
performance penalties.
Note that when enabled groundcover lighting is forced to be vertex lighting,
Note that when enabled, groundcover lighting is forced to be vertex lighting,
unless normal maps are provided. This is due to some groundcover mods using the
Z-Up normals technique to avoid some common issues with shading. As a
consequence, per pixel lighting would give undesirable results.

@ -447,7 +447,7 @@ radial fog = false
# uncaps the light limit, enables groundcover lighting, and uses a modified
# attenuation formula to reduce popping and light seams. "shaders" comes with
# all these benefits and is meant for larger light limits, but may not be
# supported on older hardware and may be less performant on weaker hardware when
# supported on older hardware and may be slower on weaker hardware when
# 'force per pixel lighting' is enabled.
lighting method = shaders compatibility

@ -72,7 +72,7 @@ void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 a
diffuseLight = diffuseOut * shadowing;
#else
shadowDiffuse = diffuseOut;
diffuseLight = vec3(0);
diffuseLight = vec3(0.0);
#endif
for (int i = @startLight; i < @endLight; ++i)

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