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Rename 'transparency' to 'colorFilter' in the ring classes
to avoid confusion with opacity name change. Also, the 'transparency' used in the rings had a diffrent meaning than for the rest of the rendered objects. It affects the filtering of the color values.
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@@ -39,7 +39,7 @@
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namespace {
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constexpr const std::array<const char*, 6> UniformNames = {
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"modelViewProjectionTransform", "textureOffset", "transparency", "_nightFactor",
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"modelViewProjectionTransform", "textureOffset", "colorFilterValue", "_nightFactor",
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"sunPosition", "texture1"
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};
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@@ -73,11 +73,11 @@ namespace {
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"of the night side occurs."
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};
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constexpr openspace::properties::Property::PropertyInfo TransparencyInfo = {
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"Transparency",
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"Transparency",
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"This value determines the transparency of part of the rings depending on the "
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"color values. For this value v, the transparency is equal to length(color) / v."
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constexpr openspace::properties::Property::PropertyInfo ColorFilterInfo = {
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"ColorFilter",
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"Color Filter",
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"This value affects the filtering out of part of the rings depending on the "
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"color values of the texture. The higher value, the more rings are filtered out."
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};
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} // namespace
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@@ -119,10 +119,10 @@ documentation::Documentation RenderableRings::Documentation() {
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NightFactorInfo.description
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},
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{
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TransparencyInfo.identifier,
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ColorFilterInfo.identifier,
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new DoubleVerifier,
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Optional::Yes,
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TransparencyInfo.description
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ColorFilterInfo.description
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}
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}
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};
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@@ -134,7 +134,7 @@ RenderableRings::RenderableRings(const ghoul::Dictionary& dictionary)
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, _size(SizeInfo, 1.f, 0.f, 1e25f)
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, _offset(OffsetInfo, glm::vec2(0.f, 1.f), glm::vec2(0.f), glm::vec2(1.f))
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, _nightFactor(NightFactorInfo, 0.33f, 0.f, 1.f)
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, _transparency(TransparencyInfo, 0.15f, 0.f, 1.f)
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, _colorFilter(ColorFilterInfo, 0.15f, 0.f, 1.f)
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{
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using ghoul::filesystem::File;
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@@ -169,12 +169,12 @@ RenderableRings::RenderableRings(const ghoul::Dictionary& dictionary)
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}
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addProperty(_nightFactor);
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if (dictionary.hasKeyAndValue<double>(TransparencyInfo.identifier)) {
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_transparency = static_cast<float>(
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dictionary.value<double>(TransparencyInfo.identifier)
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if (dictionary.hasKeyAndValue<double>(ColorFilterInfo.identifier)) {
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_colorFilter = static_cast<float>(
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dictionary.value<double>(ColorFilterInfo.identifier)
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);
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}
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addProperty(_transparency);
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addProperty(_colorFilter);
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}
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bool RenderableRings::isReady() const {
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@@ -226,7 +226,7 @@ void RenderableRings::render(const RenderData& data, RendererTasks&) {
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data.camera.projectionMatrix() * glm::mat4(modelViewTransform)
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);
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_shader->setUniform(_uniformCache.textureOffset, _offset);
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_shader->setUniform(_uniformCache.transparency, _transparency);
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_shader->setUniform(_uniformCache.colorFilterValue, _colorFilter);
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_shader->setUniform(_uniformCache.nightFactor, _nightFactor);
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_shader->setUniform(_uniformCache.sunPosition, _sunPosition);
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