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https://github.com/AleziaKurdis/overte.git
synced 2025-04-07 18:12:38 +02:00
fixing warnings from the build
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5b50b0332d
commit
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5 changed files with 11 additions and 35 deletions
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@ -27,8 +27,6 @@
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// Sphere entities should fit inside a cube entity of the same size, so a sphere that has dimensions 1x1x1
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// is a half unit sphere. However, the geometry cache renders a UNIT sphere, so we need to scale down.
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static const float SPHERE_ENTITY_SCALE = 0.5f;
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static const unsigned int SUN_SHADOW_CASCADE_COUNT{ 4 };
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static const float SUN_SHADOW_MAX_DISTANCE{ 40.0f };
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using namespace render;
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using namespace render::entities;
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@ -119,17 +119,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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// Extract opaques / transparents / lights / metas / overlays / background
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const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
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const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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const auto& lights = items[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items[RenderFetchCullSortTask::META];
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const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
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const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
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const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
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const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
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const auto& spatialSelection = fetchedItems.get1();
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// Lighting model comes next, the big configuration of the view
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const auto& lightingModel = inputs[1];
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@ -142,8 +136,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto& hazeFrame = currentStageFrames[2];
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const auto& bloomFrame = currentStageFrames[3];
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const auto& zones = lightingStageInputs[1];
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// Shadow Task Outputs
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const auto& shadowTaskOutputs = inputs.get3();
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@ -296,8 +288,6 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
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const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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const auto& lights = items[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items[RenderFetchCullSortTask::META];
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const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
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const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
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const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
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@ -308,7 +298,7 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
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// RenderShadowTask out
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const auto& shadowOut = inputs.get1();
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const auto& renderShadowTaskOut = inputs[0];
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const auto& renderShadowTaskOut = shadowOut[0];
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// Extract the Lighting Stages Current frame ( and zones)
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const auto lightingStageInputs = inputs.get2();
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@ -64,16 +64,12 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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// Extract opaques / transparents / lights / metas / overlays / background
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const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
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const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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const auto& lights = items[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items[RenderFetchCullSortTask::META];
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const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
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const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
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const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
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const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
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const auto& spatialSelection = fetchedItems.get1();
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// TODO: Re enable the rendering of the HUD overlayes
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// const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
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// const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
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// Lighting model comes next, the big configuration of the view
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const auto& lightingModel = inputs[1];
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@ -84,9 +80,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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const auto currentStageFrames = lightingStageInputs.get0();
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const auto lightFrame = currentStageFrames[0];
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const auto backgroundFrame = currentStageFrames[1];
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const auto& hazeFrame = currentStageFrames[2];
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const auto& bloomFrame = currentStageFrames[3];
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const auto& zones = lightingStageInputs[1];
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// First job, alter faded
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@ -33,6 +33,8 @@
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// but are readjusted afterwards
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#define SHADOW_FRUSTUM_NEAR 1.0f
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#define SHADOW_FRUSTUM_FAR 500.0f
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static const unsigned int SHADOW_CASCADE_COUNT{ 4 };
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static const float SHADOW_MAX_DISTANCE{ 40.0f };
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using namespace render;
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@ -62,8 +64,6 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
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const auto& lightFrame = input.getN<Input>(0);
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const auto& lightingModel = input.getN<Input>(1);
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const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup", input);
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const auto queryResolution = setupOutput.getN<RenderShadowSetup::Output>(1);
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const auto shadowFrame = setupOutput.getN<RenderShadowSetup::Output>(3);
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@ -371,7 +371,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
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output.edit2() = _cameraFrustum;
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if (!_globalShadowObject) {
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_globalShadowObject = std::make_shared<LightStage::Shadow>(graphics::LightPointer(), 100.f, 4);
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_globalShadowObject = std::make_shared<LightStage::Shadow>(graphics::LightPointer(), SHADOW_MAX_DISTANCE, SHADOW_CASCADE_COUNT);
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}
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const auto theGlobalLight = lightStage->getCurrentKeyLight(lightFrame);
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@ -446,19 +446,13 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
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void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output) {
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const auto shadowFrame = input;
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/*
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auto lightStage = renderContext->_scene->getStage<LightStage>();
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const auto& lightFrame = *input;
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assert(lightStage);
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*/
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// Cache old render args
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RenderArgs* args = renderContext->args;
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RenderShadowTask::CullFunctor cullFunctor;
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if (shadowFrame && !shadowFrame->_objects.empty() && shadowFrame->_objects[0]) {
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const auto globalShadow = shadowFrame->_objects[0]; //lightStage->getCurrentKeyShadow(lightFrame);
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const auto globalShadow = shadowFrame->_objects[0];
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if (globalShadow && _cascadeIndex < globalShadow->getCascadeCount()) {
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// Second item filter is to filter items to keep in shadow frustum computation (here we need to keep shadow receivers)
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@ -35,7 +35,7 @@ public:
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template <class T> const T& get() const { return std::static_pointer_cast<const Model<T>>(_concept)->_data; }
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template <class T> T& edit() { return std::static_pointer_cast<Model<T>>(_concept)->_data; }
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const std::string& name() const { return _concept->name(); }
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const std::string name() const { return _concept->name(); }
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// access potential sub varyings contained in this one.
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Varying operator[] (uint8_t index) const { return (*_concept)[index]; }
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