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fixing warnings from the build

sam gateau committed 7 years ago

Commit b8d96d91 parent 5b50b035 files · +11 −35Browse files

Showing the changes to libraries/render-utils/src/RenderShadowTask.cpp (1 of 5 files). Show all

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libraries/render-utils/src/RenderShadowTask.cpp+5−11
@@ -33,6 +33,8 @@ · 32 unmodified lines
33// but are readjusted afterwards33// but are readjusted afterwards
34#define SHADOW_FRUSTUM_NEAR 1.0f34#define SHADOW_FRUSTUM_NEAR 1.0f
35#define SHADOW_FRUSTUM_FAR 500.0f35#define SHADOW_FRUSTUM_FAR 500.0f
36static const unsigned int SHADOW_CASCADE_COUNT{ 4 };
37static const float SHADOW_MAX_DISTANCE{ 40.0f };
36 38
37using namespace render;39using namespace render;
38 40
@@ -62,8 +64,6 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende · 23 unmodified lines
62 64
63 const auto& lightFrame = input.getN<Input>(0);65 const auto& lightFrame = input.getN<Input>(0);
64 66
65 const auto& lightingModel = input.getN<Input>(1);
66
67 const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup", input);67 const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup", input);
68 const auto queryResolution = setupOutput.getN<RenderShadowSetup::Output>(1);68 const auto queryResolution = setupOutput.getN<RenderShadowSetup::Output>(1);
69 const auto shadowFrame = setupOutput.getN<RenderShadowSetup::Output>(3);69 const auto shadowFrame = setupOutput.getN<RenderShadowSetup::Output>(3);
@@ -371,7 +371,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c · 301 unmodified lines
371 output.edit2() = _cameraFrustum;371 output.edit2() = _cameraFrustum;
372 372
373 if (!_globalShadowObject) {373 if (!_globalShadowObject) {
374 _globalShadowObject = std::make_shared<LightStage::Shadow>(graphics::LightPointer(), 100.f, 4);374 _globalShadowObject = std::make_shared<LightStage::Shadow>(graphics::LightPointer(), SHADOW_MAX_DISTANCE, SHADOW_CASCADE_COUNT);
375 }375 }
376 376
377 const auto theGlobalLight = lightStage->getCurrentKeyLight(lightFrame);377 const auto theGlobalLight = lightStage->getCurrentKeyLight(lightFrame);
@@ -446,19 +446,13 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c · 68 unmodified lines
446 446
447void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output) {447void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output) {
448 const auto shadowFrame = input;448 const auto shadowFrame = input;
449 /* 449
450 auto lightStage = renderContext->_scene->getStage<LightStage>();
451 const auto& lightFrame = *input;
452 assert(lightStage);
453*/
454 // Cache old render args450 // Cache old render args
455 RenderArgs* args = renderContext->args;451 RenderArgs* args = renderContext->args;
456 452
457 RenderShadowTask::CullFunctor cullFunctor;453 RenderShadowTask::CullFunctor cullFunctor;
458
459
460 if (shadowFrame && !shadowFrame->_objects.empty() && shadowFrame->_objects[0]) {454 if (shadowFrame && !shadowFrame->_objects.empty() && shadowFrame->_objects[0]) {
461 const auto globalShadow = shadowFrame->_objects[0]; //lightStage->getCurrentKeyShadow(lightFrame);455 const auto globalShadow = shadowFrame->_objects[0];
462 456
463 if (globalShadow && _cascadeIndex < globalShadow->getCascadeCount()) {457 if (globalShadow && _cascadeIndex < globalShadow->getCascadeCount()) {
464 // Second item filter is to filter items to keep in shadow frustum computation (here we need to keep shadow receivers)458 // Second item filter is to filter items to keep in shadow frustum computation (here we need to keep shadow receivers)