Access to the number of samples in msaa.

This commit is contained in:
Jonathas Costa
2017-10-25 15:05:33 -04:00
parent 72e6474816
commit 698bb25342
6 changed files with 382 additions and 8 deletions

View File

@@ -72,6 +72,7 @@
#include <openspace/util/spicemanager.h>
#include <openspace/rendering/renderable.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/rendering/renderer.h>
#include <glm/gtx/string_cast.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
@@ -193,6 +194,15 @@ void AtmosphereDeferredcaster::deinitialize()
void AtmosphereDeferredcaster::preRaycast(const RenderData& renderData, const DeferredcastData& deferredData,
ghoul::opengl::ProgramObject& program)
{
// MSAA pixel position pattern
const Renderer * currentRenderer = OsEng.renderEngine().renderer();
const float * mssaPatternArray = currentRenderer->mSSAPattern();
for (int i = 0; i < OsEng.renderEngine().renderer()->nAaSamples() * 3; ++i) {
std::cout << mssaPatternArray[i] << " ";
}
std::cout << std::endl;
// Atmosphere Frustum Culling
glm::dvec3 tPlanetPosWorld = glm::dvec3(_modelTransform * glm::dvec4(0.0, 0.0, 0.0, 1.0));