LightingShaderGen: Resolve -Wshadow warnings
Given how the lambda doesn't capture anything, we can move this to a internally linked function, which prevents any name shadowing.
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@ -214,43 +214,44 @@ void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u3
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out->Write("\tint light_count;\n");
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}
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static void GenerateLighting(ShaderCode* out, const LightingUidData& uid_data, int index,
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int litchan_index, u32 channel_index, u32 custom_light_index,
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bool alpha)
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{
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const auto attnfunc =
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static_cast<AttenuationFunc>((uid_data.attnfunc >> (2 * litchan_index)) & 0x3);
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const std::string_view light_type = alpha ? "alpha" : "color";
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const std::string name = fmt::format("lights_chan{}_{}", channel_index, light_type);
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out->Write("\t{{\n");
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out->Write("\t\tcustom_data.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
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LIGHT_DIR_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
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LIGHT_POS_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
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LIGHT_COSATT_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
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LIGHT_DISTATT_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].attenuation_type = {};\n", name, custom_light_index,
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static_cast<u32>(attnfunc));
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if (alpha)
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{
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out->Write("\t\tcustom_data.{}[{}].color = float3(" LIGHT_COL
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") / float3(255.0, 255.0, 255.0);\n",
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name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
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}
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else
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{
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out->Write("\t\tcustom_data.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n",
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name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
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}
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out->Write("\t}}\n");
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}
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void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
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std::string_view in_color_name)
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{
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auto generate_lighting = [](ShaderCode* out, const LightingUidData& uid_data, int index,
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int litchan_index, u32 channel_index, u32 custom_light_index,
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bool alpha) {
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const auto attnfunc =
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static_cast<AttenuationFunc>((uid_data.attnfunc >> (2 * litchan_index)) & 0x3);
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const std::string_view light_type = alpha ? "alpha" : "color";
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const std::string name = fmt::format("lights_chan{}_{}", channel_index, light_type);
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out->Write("\t{{\n");
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out->Write("\t\tcustom_data.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
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LIGHT_DIR_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
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LIGHT_POS_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
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LIGHT_COSATT_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
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LIGHT_DISTATT_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].attenuation_type = {};\n", name, custom_light_index,
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static_cast<u32>(attnfunc));
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if (alpha)
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{
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out->Write("\t\tcustom_data.{}[{}].color = float3(" LIGHT_COL
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") / float3(255.0, 255.0, 255.0);\n",
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name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
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}
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else
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{
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out->Write("\t\tcustom_data.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n",
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name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
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}
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out->Write("\t}}\n");
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};
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for (u32 i = 0; i < 8; i++)
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{
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for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
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@ -330,7 +331,7 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
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{
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if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
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{
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generate_lighting(out, uid_data, i, j, j, light_count, false);
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GenerateLighting(out, uid_data, i, j, j, light_count, false);
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light_count++;
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}
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}
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@ -344,7 +345,7 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
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{
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if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
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{
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generate_lighting(out, uid_data, i, j + 2, j, light_count, true);
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GenerateLighting(out, uid_data, i, j + 2, j, light_count, true);
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light_count++;
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}
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}
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