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https://github.com/OpenSpace/OpenSpace.git
synced 2026-04-21 18:38:20 -05:00
More coding style fixes
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@@ -209,7 +209,9 @@ RenderableSphere::RenderableSphere(const ghoul::Dictionary& dictionary)
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_texturePath.onChange([this]() { loadTexture(); });
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if (dictionary.hasKey(FadeOutThreshouldInfo.identifier)) {
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_fadeOutThreshold = static_cast<float>(dictionary.value<double>(FadeOutThreshouldInfo.identifier));
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_fadeOutThreshold = static_cast<float>(
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dictionary.value<double>(FadeOutThreshouldInfo.identifier)
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);
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}
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}
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@@ -257,10 +259,18 @@ void RenderableSphere::render(const RenderData& data, RendererTasks&) {
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setPscUniforms(*_shader.get(), data.camera, data.position);
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if (_fadeOutThreshold > -1.0) {
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float distCamera = glm::distance(data.camera.positionVec3(), data.position.dvec3());
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double term = std::exp((-distCamera + _size * _fadeOutThreshold) / (_size * _fadeOutThreshold));
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float distCamera = glm::distance(
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data.camera.positionVec3(),
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data.position.dvec3()
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);
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double term = std::exp(
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(-distCamera + _size * _fadeOutThreshold) / (_size * _fadeOutThreshold)
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);
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_shader->setUniform("alpha", _transparency * static_cast<float>(term / (term + 1.0)));
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_shader->setUniform(
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"alpha",
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_transparency * static_cast<float>(term / (term + 1.0))
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);
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}
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else {
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_shader->setUniform("alpha", _transparency);
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@@ -275,10 +285,12 @@ void RenderableSphere::render(const RenderData& data, RendererTasks&) {
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glCullFace(GL_BACK);
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bool usingFramebufferRenderer =
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OsEng.renderEngine().rendererImplementation() == RenderEngine::RendererImplementation::Framebuffer;
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OsEng.renderEngine().rendererImplementation() ==
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RenderEngine::RendererImplementation::Framebuffer;
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bool usingABufferRenderer =
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OsEng.renderEngine().rendererImplementation() == RenderEngine::RendererImplementation::ABuffer;
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OsEng.renderEngine().rendererImplementation() ==
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RenderEngine::RendererImplementation::ABuffer;
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if (usingABufferRenderer) {
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_shader->setUniform("additiveBlending", true);
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@@ -314,7 +326,10 @@ void RenderableSphere::update(const UpdateData&) {
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void RenderableSphere::loadTexture() {
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if (_texturePath.value() != "") {
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std::unique_ptr<ghoul::opengl::Texture> texture = ghoul::io::TextureReader::ref().loadTexture(_texturePath);
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using TR = ghoul::io::TextureReader;
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std::unique_ptr<ghoul::opengl::Texture> texture = TR::ref().loadTexture(
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_texturePath
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);
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if (texture) {
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LDEBUGC(
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"RenderableSphere",
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@@ -322,7 +337,8 @@ void RenderableSphere::loadTexture() {
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);
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texture->uploadTexture();
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// Textures of planets looks much smoother with AnisotropicMipMap rather than linear
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// Textures of planets looks much smoother with AnisotropicMipMap rather than
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// linear
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// TODO: AnisotropicMipMap crashes on ATI cards ---abock
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//texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
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texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
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