From d39b81f693f19d40aecc02de9872262496601fdd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Fran=C3=A7ois?= Date: Thu, 7 Apr 2022 08:11:49 +0200 Subject: [PATCH] remove const --- crates/bevy_pbr/src/render/light.rs | 18 +++++++----------- 1 file changed, 7 insertions(+), 11 deletions(-) diff --git a/crates/bevy_pbr/src/render/light.rs b/crates/bevy_pbr/src/render/light.rs index a47c3d54c5a6c..213ef54e9413f 100644 --- a/crates/bevy_pbr/src/render/light.rs +++ b/crates/bevy_pbr/src/render/light.rs @@ -220,12 +220,6 @@ pub struct GpuLights { // NOTE: this must be kept in sync with the same constants in pbr.frag pub const MAX_UNIFORM_BUFFER_POINT_LIGHTS: usize = 256; -// FIXME: How should we handle shadows for clustered forward? Limiting to maximum 10 -// point light shadow maps for now -#[cfg(feature = "webgl")] -pub const MAX_POINT_LIGHT_SHADOW_MAPS: usize = 1; -#[cfg(not(feature = "webgl"))] -pub const MAX_POINT_LIGHT_SHADOW_MAPS: usize = 256; pub const MAX_DIRECTIONAL_LIGHTS: usize = 1; pub const DIRECTIONAL_SHADOW_LAYERS: u32 = MAX_DIRECTIONAL_LIGHTS as u32; pub const SHADOW_FORMAT: TextureFormat = TextureFormat::Depth32Float; @@ -703,12 +697,14 @@ pub fn prepare_lights( let mut point_lights: Vec<_> = point_lights.iter().collect::>(); - let nb_shadow_lights = point_lights + #[cfg(not(feature = "webgl"))] + let max_point_light_shadow_maps = point_lights .iter() .filter(|light| light.1.shadows_enabled) .count() - .min(MAX_POINT_LIGHT_SHADOW_MAPS) .min((render_device.limits().max_texture_array_layers / 6) as usize); + #[cfg(feature = "webgl")] + let max_point_light_shadow_maps = 1; // Sort point lights with shadows enabled first, then by a stable key so that the index can be used // to render at most `MAX_POINT_LIGHT_SHADOW_MAPS` point light shadows. @@ -729,7 +725,7 @@ pub fn prepare_lights( for (index, &(entity, light)) in point_lights.iter().enumerate() { let mut flags = PointLightFlags::NONE; // Lights are sorted, shadow enabled lights are first - if light.shadows_enabled && index < nb_shadow_lights { + if light.shadows_enabled && index < max_point_light_shadow_maps { flags |= PointLightFlags::SHADOWS_ENABLED; } gpu_point_lights.push(GpuPointLight { @@ -765,7 +761,7 @@ pub fn prepare_lights( size: Extent3d { width: point_light_shadow_map.size as u32, height: point_light_shadow_map.size as u32, - depth_or_array_layers: nb_shadow_lights.max(1) as u32 * 6, + depth_or_array_layers: max_point_light_shadow_maps.max(1) as u32 * 6, }, mip_level_count: 1, sample_count: 1, @@ -822,7 +818,7 @@ pub fn prepare_lights( for &(light_entity, light) in point_lights .iter() // Lights are sorted, shadow enabled lights are first - .take(nb_shadow_lights) + .take(max_point_light_shadow_maps) .filter(|(_, light)| light.shadows_enabled) { let light_index = *global_light_meta