From 89717720f748304164822bafea207ea493bb7c40 Mon Sep 17 00:00:00 2001 From: samcake Date: Sat, 1 Oct 2016 16:12:45 -0700 Subject: [PATCH] CLeaning up code for Linux and Mac --- libraries/model/src/model/Light.cpp | 1 - .../src/LightClusterGrid_shared.slh | 24 +++++++++---------- libraries/render-utils/src/LightClusters.cpp | 8 +++---- 3 files changed, 16 insertions(+), 17 deletions(-) diff --git a/libraries/model/src/model/Light.cpp b/libraries/model/src/model/Light.cpp index 449054c9b2..59b57f274c 100755 --- a/libraries/model/src/model/Light.cpp +++ b/libraries/model/src/model/Light.cpp @@ -120,7 +120,6 @@ void Light::setSpotAngle(float angle) { dangle = glm::half_pi(); } auto cosAngle = cos(dangle); - auto sinAngle = sin(dangle); _spotCos = (float)std::abs(cosAngle); if (isSpot()) { diff --git a/libraries/render-utils/src/LightClusterGrid_shared.slh b/libraries/render-utils/src/LightClusterGrid_shared.slh index ec27b11a3f..37eddd087a 100644 --- a/libraries/render-utils/src/LightClusterGrid_shared.slh +++ b/libraries/render-utils/src/LightClusterGrid_shared.slh @@ -1,21 +1,21 @@ // glsl / C++ compatible source as interface for FrustrumGrid float frustumGrid_depthRampGridToVolume(float ngrid) { - if (ngrid < 0.0) + if (ngrid < 0.0f) return ngrid; // return ngrid; // return sqrt(ngrid); - return exp2(ngrid) - 1.0; + return exp2(ngrid) - 1.0f; } float frustumGrid_depthRampInverseVolumeToGrid(float nvolume) { - if (nvolume < 0.0) + if (nvolume < 0.0f) return nvolume; // return nvolume; // return nvolume * nvolume; - return log2(nvolume + 1.0); + return log2(nvolume + 1.0f); } vec3 frustumGrid_gridToVolume(vec3 pos, ivec3 dims) { - vec3 gridScale = vec3(1.0, 1.0, 1.0) / vec3(dims); + vec3 gridScale = vec3(1.0f) / vec3(dims); vec3 volumePos = pos * gridScale; volumePos.z = frustumGrid_depthRampGridToVolume(volumePos.z); return volumePos; @@ -33,9 +33,9 @@ vec3 frustumGrid_volumeToGrid(vec3 vpos, ivec3 dims) { vec4 frustumGrid_volumeToClip(vec3 vpos, float rangeNear, float rangeFar) { - vec3 ndcPos = vec3(-1.0 + 2.0 * vpos.x, -1.0 + 2.0 * vpos.y, vpos.z); + vec3 ndcPos = vec3(-1.0f + 2.0f * vpos.x, -1.0f + 2.0f * vpos.y, vpos.z); float depth = rangeNear * (1 - ndcPos.z) + rangeFar * (ndcPos.z); - vec4 clipPos = vec4(ndcPos.x * depth, ndcPos.y * depth, 1.0, depth); + vec4 clipPos = vec4(ndcPos.x * depth, ndcPos.y * depth, 1.0f, depth); return clipPos; } @@ -64,7 +64,7 @@ vec3 frustumGrid_eyeToVolume(vec3 epos, mat4 projection, float rangeNear, float -epos.z); vec4 ndcPos = clipPos / clipPos.w; - vec3 volumePos = vec3(0.5 * (ndcPos.x + 1.0), 0.5 * (ndcPos.y + 1.0), (clipPos.w - rangeNear) / (rangeFar - rangeNear)); + vec3 volumePos = vec3(0.5f * (ndcPos.x + 1.0f), 0.5f * (ndcPos.y + 1.0f), (clipPos.w - rangeNear) / (rangeFar - rangeNear)); return volumePos; } @@ -145,28 +145,28 @@ ivec3 frustumGrid_eyeToClusterPos(vec3 eyePos) { } int frustumGrid_eyeToClusterDirH(vec3 eyeDir) { - if (eyeDir.z >= 0.0) { + if (eyeDir.z >= 0.0f) { return (eyeDir.x > 0 ? frustumGrid.dims.x : -1); } float eyeDepth = -eyeDir.z; float nclipDir = eyeDir.x / eyeDepth; float ndcDir = nclipDir * frustumGrid.eyeToGridProj[0][0] - frustumGrid.eyeToGridProj[2][0]; - float volumeDir = 0.5 * (ndcDir + 1.0); + float volumeDir = 0.5f * (ndcDir + 1.0f); float gridPos = volumeDir * float(frustumGrid.dims.x); return int(gridPos); } int frustumGrid_eyeToClusterDirV(vec3 eyeDir) { - if (eyeDir.z >= 0.0) { + if (eyeDir.z >= 0.0f) { return (eyeDir.y > 0 ? frustumGrid.dims.y : -1); } float eyeDepth = -eyeDir.z; float nclipDir = eyeDir.y / eyeDepth; float ndcDir = nclipDir * frustumGrid.eyeToGridProj[1][1] - frustumGrid.eyeToGridProj[2][1]; - float volumeDir = 0.5 * (ndcDir + 1.0); + float volumeDir = 0.5f * (ndcDir + 1.0f); float gridPos = volumeDir * float(frustumGrid.dims.y); return int(gridPos); diff --git a/libraries/render-utils/src/LightClusters.cpp b/libraries/render-utils/src/LightClusters.cpp index 2b2f3be9d5..77e0d4d354 100644 --- a/libraries/render-utils/src/LightClusters.cpp +++ b/libraries/render-utils/src/LightClusters.cpp @@ -46,8 +46,8 @@ void FrustumGrid::generateGridPlanes(Planes& xPlanes, Planes& yPlanes, Planes& z yPlanes.resize(dims.y + 1); zPlanes.resize(dims.z + 1); - float centerY = float(dims.y) * 0.5; - float centerX = float(dims.x) * 0.5; + float centerY = float(dims.y) * 0.5f; + float centerX = float(dims.x) * 0.5f; for (int z = 0; z < (int) zPlanes.size(); z++) { ivec3 pos(0, 0, z); @@ -400,7 +400,7 @@ void LightClusters::updateClusters() { checkBudget = true; } uint16_t indexOffset = 0; - for (int i = 0; i < clusterGridPoint.size(); i++) { + for (int i = 0; i < (int) clusterGridPoint.size(); i++) { auto& clusterPoint = clusterGridPoint[i]; auto& clusterSpot = clusterGridSpot[i]; @@ -417,7 +417,7 @@ void LightClusters::updateClusters() { } // _clusterGrid[i] = (uint32_t)((numLights << 16) | offset); - _clusterGrid[i] = (uint32_t)((numLightsSpot << 24) | (numLightsPoint << 16) | offset); + _clusterGrid[i] = (uint32_t)((0xFF000000 & (numLightsSpot << 24)) | (0x00FF0000 & (numLightsPoint << 16)) | (0x0000FFFF & offset)); if (numLightsPoint) {