Fix buffer overrun crash in ForwardShadingFeature

This commit is contained in:
Wojtek Figat
2021-07-06 15:26:45 +02:00
parent 43e5805e50
commit 1c012a202e

View File

@@ -97,26 +97,22 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, byte*&
// Set local lights
data.LocalLightsCount = 0;
for (int32 i = 0; i < cache->PointLights.Count(); i++)
for (int32 i = 0; i < cache->PointLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
{
const auto& light = cache->PointLights[i];
if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint)
{
light.SetupLightData(&data.LocalLights[data.LocalLightsCount], view, false);
data.LocalLightsCount++;
if (data.LocalLightsCount == MaxLocalLights)
break;
}
}
for (int32 i = 0; i < cache->SpotLights.Count(); i++)
for (int32 i = 0; i < cache->SpotLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
{
const auto& light = cache->SpotLights[i];
if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint)
{
light.SetupLightData(&data.LocalLights[data.LocalLightsCount], view, false);
data.LocalLightsCount++;
if (data.LocalLightsCount == MaxLocalLights)
break;
}
}