Fixing reveiw comments

This commit is contained in:
samcake 2016-10-10 12:43:33 -07:00
parent c40da5dde1
commit 297907688c
3 changed files with 7 additions and 10 deletions

View file

@ -42,7 +42,7 @@ namespace gpu {
protected: protected:
Handler _returnHandler; Handler _returnHandler;
std::string _name; const std::string _name;
uint64_t _queryResult { 0 }; uint64_t _queryResult { 0 };
uint64_t _usecBatchElapsedTime { 0 }; uint64_t _usecBatchElapsedTime { 0 };
}; };
@ -67,7 +67,7 @@ namespace gpu {
static const int QUERY_QUEUE_SIZE { 4 }; static const int QUERY_QUEUE_SIZE { 4 };
std::string _name; const std::string _name;
gpu::Queries _timerQueries; gpu::Queries _timerQueries;
int _headIndex = -1; int _headIndex = -1;
int _tailIndex = -1; int _tailIndex = -1;

View file

@ -32,10 +32,9 @@ float lightIrradiance_getFalloffSpot(LightIrradiance li) { return li.attenuation
float lightIrradiance_evalLightAttenuation(LightIrradiance li, float d) { float lightIrradiance_evalLightAttenuation(LightIrradiance li, float d) {
float radius = lightIrradiance_getFalloffRadius(li); float radius = lightIrradiance_getFalloffRadius(li);
float cutoff = lightIrradiance_getCutoffRadius(li); float cutoff = lightIrradiance_getCutoffRadius(li);
float denom = d / radius + 1.0; float denom = (d / radius) + 1.0;
float attenuation = 1.0 / (denom * denom); float attenuation = 1.0 / (denom * denom);
// "Fade" the edges of light sources to make things look a bit more attractive. // "Fade" the edges of light sources to make things look a bit more attractive.
// Note: this tends to look a bit odd at lower exponents. // Note: this tends to look a bit odd at lower exponents.
attenuation *= min(1, max(0, -(d - cutoff))); attenuation *= min(1, max(0, -(d - cutoff)));

View file

@ -11,11 +11,13 @@
#ifndef hifi_render_utils_LightClusters_h #ifndef hifi_render_utils_LightClusters_h
#define hifi_render_utils_LightClusters_h #define hifi_render_utils_LightClusters_h
#include <ViewFrustum.h>
#include <gpu/Buffer.h> #include <gpu/Buffer.h>
#include <render/Engine.h> #include <render/Engine.h>
#include "LightStage.h" #include "LightStage.h"
#include "DeferredFrameTransform.h"
#include <ViewFrustum.h> #include "LightingModel.h"
#include "SurfaceGeometryPass.h"
class FrustumGrid { class FrustumGrid {
public: public:
@ -160,10 +162,6 @@ signals:
protected: protected:
}; };
#include "DeferredFrameTransform.h"
#include "LightingModel.h"
#include "SurfaceGeometryPass.h"
class LightClusteringPass { class LightClusteringPass {
public: public:
using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, LightingModelPointer, LinearDepthFramebufferPointer>; using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, LightingModelPointer, LinearDepthFramebufferPointer>;