Better commenting and readability fixes

main
Michael Riegger 5 years ago
parent b5d62b9cf6
commit a2d2a37220

@ -26,13 +26,16 @@ namespace AZ
struct PointLightData
{
AZStd::array<float, 3> m_position = {{0.0f, 0.0f, 0.0f}};
float m_invAttenuationRadiusSquared =
0.0f; // Inverse of the distance at which this light no longer has an effect, squared. Also used for falloff calculations.
// Inverse of the distance at which this light no longer has an effect, squared. Also used for falloff calculations.
float m_invAttenuationRadiusSquared = 0.0f;
AZStd::array<float, 3> m_rgbIntensity = {{0.0f, 0.0f, 0.0f}};
float m_bulbRadius = 0.0f; // Radius of spherical light in meters.
static const int NumShadowFaces = 6;
// Radius of spherical light in meters.
float m_bulbRadius = 0.0f;
static const int NumShadowFaces = 6;
AZStd::array<uint16_t, NumShadowFaces> m_shadowIndices = {{0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF}};
uint32_t m_padding;
};

@ -201,7 +201,7 @@ namespace AZ
for (int i = 0; i < PointLightData::NumShadowFaces; ++i)
{
ShadowId shadowId = ShadowId(light.m_shadowIndices[i]);
if (shadowId.IsValid() && enabled == false)
if (shadowId.IsValid() && !enabled)
{
// Disable shadows
m_shadowFeatureProcessor->ReleaseShadow(shadowId);
@ -209,7 +209,7 @@ namespace AZ
light.m_shadowIndices[i] = shadowId.GetIndex();
m_deviceBufferNeedsUpdate = true;
}
else if (shadowId.IsNull() && enabled == true)
else if (shadowId.IsNull() && enabled)
{
// Enable shadows
light.m_shadowIndices[i] = m_shadowFeatureProcessor->AcquireShadow().GetIndex();
@ -244,7 +244,8 @@ namespace AZ
}
ProjectedShadowFeatureProcessorInterface::ProjectedShadowDescriptor desc = m_shadowFeatureProcessor->GetShadowProperties(shadowId);
desc.m_fieldOfViewYRadians = DegToRad(91.0f); // Make it slightly larger than 90 degrees to avoid artifacts on the boundary between 2 cubemap faces
// Make it slightly larger than 90 degrees to avoid artifacts on the boundary between 2 cubemap faces
desc.m_fieldOfViewYRadians = DegToRad(91.0f);
desc.m_transform = m_pointShadowTransforms[i];
desc.m_transform.SetTranslation(pointLight.m_position[0], pointLight.m_position[1], pointLight.m_position[2]);
desc.m_aspectRatio = 1.0f;

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