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use constants in dummy_scene
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@ -11,12 +11,14 @@ impl Scene {
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pub fn new(renderer: &mut Renderer) -> Self {
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pub fn new(renderer: &mut Renderer) -> Self {
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let global_data = GlobalModel {
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let global_data = GlobalModel {
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globals: renderer.create_consts(&[Globals::default()]),
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globals: renderer.create_consts(&[Globals::default()]),
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lights: renderer.create_consts(&[Light::default(); 20]),
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lights: renderer.create_consts(&[Light::default(); crate::scene::MAX_LIGHT_COUNT]),
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shadows: renderer.create_consts(&[Shadow::default(); 32]),
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shadows: renderer.create_consts(&[Shadow::default(); crate::scene::MAX_SHADOW_COUNT]),
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shadow_mats: renderer.create_shadow_bound_locals(&[ShadowLocals::default()]),
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shadow_mats: renderer.create_shadow_bound_locals(&[ShadowLocals::default()]),
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rain_occlusion_mats: renderer
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rain_occlusion_mats: renderer
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.create_rain_occlusion_bound_locals(&[RainOcclusionLocals::default()]),
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.create_rain_occlusion_bound_locals(&[RainOcclusionLocals::default()]),
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point_light_matrices: Box::new([PointLightMatrix::default(); 126]),
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point_light_matrices: Box::new(
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[PointLightMatrix::default(); crate::scene::MAX_POINT_LIGHT_MATRICES_COUNT],
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),
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};
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};
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let lod_data = LodData::dummy(renderer);
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let lod_data = LodData::dummy(renderer);
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@ -53,8 +53,9 @@ const ZOOM_CAP_ADMIN: f32 = 100000.0;
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// TODO: Don't hard-code this.
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// TODO: Don't hard-code this.
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const CURSOR_PAN_SCALE: f32 = 0.005;
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const CURSOR_PAN_SCALE: f32 = 0.005;
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const MAX_LIGHT_COUNT: usize = 20; // 31 (total shadow_mats is limited to 128 with default max_uniform_buffer_binding_size)
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pub(crate) const MAX_LIGHT_COUNT: usize = 20; // 31 (total shadow_mats is limited to 128 with default max_uniform_buffer_binding_size)
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const MAX_SHADOW_COUNT: usize = 24;
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pub(crate) const MAX_SHADOW_COUNT: usize = 24;
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pub(crate) const MAX_POINT_LIGHT_MATRICES_COUNT: usize = MAX_LIGHT_COUNT * 6 + 6;
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const NUM_DIRECTED_LIGHTS: usize = 1;
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const NUM_DIRECTED_LIGHTS: usize = 1;
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const LIGHT_DIST_RADIUS: f32 = 64.0; // The distance beyond which lights may not emit light from their origin
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const LIGHT_DIST_RADIUS: f32 = 64.0; // The distance beyond which lights may not emit light from their origin
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const SHADOW_DIST_RADIUS: f32 = 8.0;
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const SHADOW_DIST_RADIUS: f32 = 8.0;
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@ -304,7 +305,9 @@ impl Scene {
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shadow_mats: renderer.create_shadow_bound_locals(&[ShadowLocals::default()]),
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shadow_mats: renderer.create_shadow_bound_locals(&[ShadowLocals::default()]),
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rain_occlusion_mats: renderer
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rain_occlusion_mats: renderer
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.create_rain_occlusion_bound_locals(&[RainOcclusionLocals::default()]),
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.create_rain_occlusion_bound_locals(&[RainOcclusionLocals::default()]),
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point_light_matrices: Box::new([PointLightMatrix::default(); MAX_LIGHT_COUNT * 6 + 6]),
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point_light_matrices: Box::new(
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[PointLightMatrix::default(); MAX_POINT_LIGHT_MATRICES_COUNT],
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),
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};
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};
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let lod = Lod::new(renderer, client, settings);
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let lod = Lod::new(renderer, client, settings);
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