fixed depth map data not getting passed to renderChunkLocally()

This commit is contained in:
benpm
2025-09-19 16:50:43 -06:00
parent 2c5420e9b9
commit 2384bcf9b7
2 changed files with 8 additions and 10 deletions
@@ -616,7 +616,7 @@ RenderableGlobe::RenderableGlobe(const ghoul::Dictionary& dictionary)
, _performHorizonCulling(PerformHorizonCullingInfo, true)
, _modelSpaceRenderingCutoffLevel(ModelSpaceRenderingInfo, 14, 1, 22)
, _dynamicLodIterationCount(DynamicLodIterationCountInfo, 16, 4, 128)
, _shadowMapping(ShadowMappingInfo, false)
, _shadowMapping(ShadowMappingInfo, true)
, _zFightingPercentage(ZFightingPercentageInfo, 0.995f, 0.000001f, 1.f)
, _nShadowSamples(NumberShadowSamplesInfo, 4, 1, 256)
, _debugPropertyOwner({ "Debug" })
@@ -1428,7 +1428,7 @@ void RenderableGlobe::renderChunks(const RenderData& data, bool renderGeomOnly)
// Render all chunks that need to be rendered locally
_localRenderer.program->activate();
for (int i = 0; i < localCount; i++) {
renderChunkLocally(*_localChunkBuffer[i], data, {}, renderGeomOnly);
renderChunkLocally(*_localChunkBuffer[i], data, depthMapData, renderGeomOnly);
}
_localRenderer.program->deactivate();
@@ -1557,9 +1557,8 @@ void RenderableGlobe::renderChunkGlobally(const Chunk& chunk, const RenderData&
}
void RenderableGlobe::renderChunkLocally(const Chunk& chunk, const RenderData& data,
const ShadowComponent::ShadowMapData& shadowData,
bool renderGeomOnly,
std::vector<DirectionalLightSource::DepthMapData> depthMapData)
std::vector<DirectionalLightSource::DepthMapData>& depthMapData,
bool renderGeomOnly)
{
ZoneScoped;
TracyGpuZone("renderChunkLocally");
@@ -1682,9 +1681,9 @@ void RenderableGlobe::renderChunkLocally(const Chunk& chunk, const RenderData& d
std::vector<glm::dmat4> light_vps;
std::vector<std::pair<ghoul::opengl::TextureUnit, GLuint>> depthmapTextureUnits;
for (const DirectionalLightSource::DepthMapData& data : depthMapData) {
light_vps.push_back(data.viewProjecion);
depthmapTextureUnits.emplace_back(ghoul::opengl::TextureUnit(), data.depthMap);
for (const DirectionalLightSource::DepthMapData& depthData : depthMapData) {
light_vps.push_back(depthData.viewProjecion);
depthmapTextureUnits.emplace_back(ghoul::opengl::TextureUnit(), depthData.depthMap);
}
std::vector<GLint> bound_units;
+1 -2
View File
@@ -206,8 +206,7 @@ private:
* higher chunk levels.
*/
void renderChunkLocally(const Chunk& chunk, const RenderData& data,
const ShadowComponent::ShadowMapData& shadowData = {}, bool renderGeomOnly = false,
std::vector<DirectionalLightSource::DepthMapData> depthMapData = {}
std::vector<DirectionalLightSource::DepthMapData>& depthMapData, bool renderGeomOnly = false
);
void debugRenderChunk(const Chunk& chunk, const glm::dmat4& mvp,