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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 00:49:19 +02:00

ubo padding fixes

This commit is contained in:
milek7
2020-10-21 17:59:27 +02:00
parent 494f4fbef2
commit 1c40578d26
3 changed files with 10 additions and 10 deletions

View File

@@ -71,7 +71,7 @@ void gl::glsl_common_setup()
mat4 projection;
mat4 inv_view;
mat4 lightview[MAX_CASCADES];
vec4 cascade_end;
vec3 cascade_end;
float time;
};

View File

@@ -43,11 +43,11 @@ namespace gl
glm::mat4 projection;
glm::mat4 inv_view;
glm::mat4 lightview[MAX_CASCADES];
glm::vec4 cascade_end;
glm::vec3 cascade_end;
float time;
};
static_assert(sizeof(scene_ubs) == 340, "bad size of ubs");
static_assert(sizeof(scene_ubs) == 336, "bad size of ubs");
const size_t MAX_PARAMS = 3;
@@ -63,7 +63,7 @@ namespace gl
float fog_density;
float alpha_mult;
float shadow_tone;
UBS_PAD(4);
UBS_PAD(12);
void set_modelview(const glm::mat4 &mv)
{
@@ -72,7 +72,7 @@ namespace gl
}
};
static_assert(sizeof(model_ubs) == 200 + 16 * MAX_PARAMS, "bad size of ubs");
static_assert(sizeof(model_ubs) == 208 + 16 * MAX_PARAMS, "bad size of ubs");
struct light_element_ubs
{

View File

@@ -135,7 +135,7 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si
glViewport(0, 0, surface_size.x, surface_size.y);
scene_ubs.projection = transform;
scene_ubs.cascade_end = glm::vec4(0.5f, 0.5f, 0.5f, 0.0f);
scene_ubs.cascade_end = glm::vec3(0.5f, 0.5f, 0.5f);
scene_ubo->update(scene_ubs);
scene_ubo->bind_uniform();
@@ -145,22 +145,22 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si
gl33->Draw_Geometry(m_section_handles.begin(), m_section_handles.end());
glLineWidth(1.5f);
scene_ubs.cascade_end = glm::vec4(0.7f, 0.7f, 0.0f, 0.0f);
scene_ubs.cascade_end = glm::vec3(0.7f, 0.7f, 0.0f);
scene_ubo->update(scene_ubs);
gl33->Draw_Geometry(m_colored_paths.future.begin(), m_colored_paths.future.end());
glLineWidth(3.0f);
scene_ubs.cascade_end = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
scene_ubs.cascade_end = glm::vec3(0.0f, 1.0f, 0.0f);
scene_ubo->update(scene_ubs);
gl33->Draw_Geometry(m_colored_paths.switches.begin(), m_colored_paths.switches.end());
glLineWidth(1.5f);
scene_ubs.cascade_end = glm::vec4(1.0f, 0.0f, 0.0f, 0.0f);
scene_ubs.cascade_end = glm::vec3(1.0f, 0.0f, 0.0f);
scene_ubo->update(scene_ubs);
gl33->Draw_Geometry(m_colored_paths.occupied.begin(), m_colored_paths.occupied.end());
glLineWidth(4.0f);
scene_ubs.cascade_end = glm::vec4(0.3f, 0.3f, 1.0f, 0.0f);
scene_ubs.cascade_end = glm::vec3(0.3f, 0.3f, 1.0f);
scene_ubo->update(scene_ubs);
gl33->Draw_Geometry(m_colored_paths.highlighted.begin(), m_colored_paths.highlighted.end());