Some attenuation setup fool-proofing

esm4-texture
Alexei Kotov 7 months ago
parent e0e4b84e40
commit fd9361f62c

@ -52,11 +52,15 @@ namespace SceneUtil
static const bool useConstant = Fallback::Map::getBool("LightAttenuation_UseConstant");
static const bool useLinear = Fallback::Map::getBool("LightAttenuation_UseLinear");
static const bool useQuadratic = Fallback::Map::getBool("LightAttenuation_UseQuadratic");
static const float constantValue = Fallback::Map::getFloat("LightAttenuation_ConstantValue");
static const float linearValue = Fallback::Map::getFloat("LightAttenuation_LinearValue");
static const float quadraticValue = Fallback::Map::getFloat("LightAttenuation_QuadraticValue");
static const float linearRadiusMult = Fallback::Map::getFloat("LightAttenuation_LinearRadiusMult");
static const float quadraticRadiusMult = Fallback::Map::getFloat("LightAttenuation_QuadraticRadiusMult");
// User file might provide nonsense values
// Clamp these settings to prevent badness (e.g. illegal OpenGL calls)
static const float constantValue = std::max(Fallback::Map::getFloat("LightAttenuation_ConstantValue"), 0.f);
static const float linearValue = std::max(Fallback::Map::getFloat("LightAttenuation_LinearValue"), 0.f);
static const float quadraticValue = std::max(Fallback::Map::getFloat("LightAttenuation_QuadraticValue"), 0.f);
static const float linearRadiusMult
= std::max(Fallback::Map::getFloat("LightAttenuation_LinearRadiusMult"), 0.f);
static const float quadraticRadiusMult
= std::max(Fallback::Map::getFloat("LightAttenuation_QuadraticRadiusMult"), 0.f);
static const int linearMethod = Fallback::Map::getInt("LightAttenuation_LinearMethod");
static const int quadraticMethod = Fallback::Map::getInt("LightAttenuation_QuadraticMethod");
static const bool outQuadInLin = Fallback::Map::getBool("LightAttenuation_OutQuadInLin");
@ -68,7 +72,7 @@ namespace SceneUtil
{
linearAttenuation = linearMethod == 0 ? linearValue : 0.01f;
float r = radius * linearRadiusMult;
if (r && (linearMethod == 1 || linearMethod == 2))
if (r > 0.f && (linearMethod == 1 || linearMethod == 2))
linearAttenuation = linearValue / std::pow(r, linearMethod);
}
@ -76,10 +80,14 @@ namespace SceneUtil
{
quadraticAttenuation = quadraticMethod == 0 ? quadraticValue : 0.01f;
float r = radius * quadraticRadiusMult;
if (r && (quadraticMethod == 1 || quadraticMethod == 2))
if (r > 0.f && (quadraticMethod == 1 || quadraticMethod == 2))
quadraticAttenuation = quadraticValue / std::pow(r, quadraticMethod);
}
// If the values are still nonsense, try to at least prevent UB and disable attenuation
if (constantAttenuation == 0.f && linearAttenuation == 0.f && quadraticAttenuation == 0.f)
constantAttenuation = 1.f;
light->setConstantAttenuation(constantAttenuation);
light->setLinearAttenuation(linearAttenuation);
light->setQuadraticAttenuation(quadraticAttenuation);

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