mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
ubo padding fixes
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@@ -71,7 +71,7 @@ void gl::glsl_common_setup()
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mat4 projection;
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mat4 inv_view;
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mat4 lightview[MAX_CASCADES];
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vec4 cascade_end;
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vec3 cascade_end;
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float time;
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};
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8
gl/ubo.h
8
gl/ubo.h
@@ -43,11 +43,11 @@ namespace gl
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glm::mat4 projection;
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glm::mat4 inv_view;
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glm::mat4 lightview[MAX_CASCADES];
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glm::vec4 cascade_end;
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glm::vec3 cascade_end;
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float time;
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};
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static_assert(sizeof(scene_ubs) == 340, "bad size of ubs");
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static_assert(sizeof(scene_ubs) == 336, "bad size of ubs");
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const size_t MAX_PARAMS = 3;
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@@ -63,7 +63,7 @@ namespace gl
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float fog_density;
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float alpha_mult;
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float shadow_tone;
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UBS_PAD(4);
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UBS_PAD(12);
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void set_modelview(const glm::mat4 &mv)
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{
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@@ -72,7 +72,7 @@ namespace gl
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}
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};
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static_assert(sizeof(model_ubs) == 200 + 16 * MAX_PARAMS, "bad size of ubs");
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static_assert(sizeof(model_ubs) == 208 + 16 * MAX_PARAMS, "bad size of ubs");
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struct light_element_ubs
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{
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@@ -135,7 +135,7 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si
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glViewport(0, 0, surface_size.x, surface_size.y);
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scene_ubs.projection = transform;
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scene_ubs.cascade_end = glm::vec4(0.5f, 0.5f, 0.5f, 0.0f);
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scene_ubs.cascade_end = glm::vec3(0.5f, 0.5f, 0.5f);
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scene_ubo->update(scene_ubs);
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scene_ubo->bind_uniform();
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@@ -145,22 +145,22 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si
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gl33->Draw_Geometry(m_section_handles.begin(), m_section_handles.end());
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glLineWidth(1.5f);
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scene_ubs.cascade_end = glm::vec4(0.7f, 0.7f, 0.0f, 0.0f);
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scene_ubs.cascade_end = glm::vec3(0.7f, 0.7f, 0.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.future.begin(), m_colored_paths.future.end());
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glLineWidth(3.0f);
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scene_ubs.cascade_end = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
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scene_ubs.cascade_end = glm::vec3(0.0f, 1.0f, 0.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.switches.begin(), m_colored_paths.switches.end());
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glLineWidth(1.5f);
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scene_ubs.cascade_end = glm::vec4(1.0f, 0.0f, 0.0f, 0.0f);
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scene_ubs.cascade_end = glm::vec3(1.0f, 0.0f, 0.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.occupied.begin(), m_colored_paths.occupied.end());
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glLineWidth(4.0f);
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scene_ubs.cascade_end = glm::vec4(0.3f, 0.3f, 1.0f, 0.0f);
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scene_ubs.cascade_end = glm::vec3(0.3f, 0.3f, 1.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.highlighted.begin(), m_colored_paths.highlighted.end());
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