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Feature/globebrowsing speedup (#735)
* Removal of ChunkRenderer, ChunkedLodGlobe, ChunkCuller, chunklevel evaluator, culling classes, layershadermanager, GpuLayer, GPUData, ChunkNode, Grid, BasicGrid, Chunk files, Angle, AABB classes, PointGlobe, Ellipsoid, TileSelector, tiledatatype, iodescription, simplerawtilerreader, rawtilereader * Less dynamic allocation for SkirtedGrid, LayerManager, RenderableGlobe, TextureUnit * Clean up memory management in RawTiles * Code simplification * Optimize shader uniform setting * Introduce UniformCache * Callback simplification * Turn ChunkNode into a struct * Use a MemoryPool to organize all ChunkNodes rather than use unique_ptr and the necessary memory allocation * Collect draw calls * Consolidate fragment shaders between local and global renderer * Shader cleanup and optimization * Update CMake to not include included shaders * Integrate traversal function into the looping * Replace std::queue with std::vector * Merge TextureContainer into MemoryAwareTileCache * Lazy computation of chunk bounding boxes * Memory management of LayerGroup * Remove class hierarchy from tileproviders (temporaltileprovider not working yet) * Remove PBO classes * Chunk status stored in Chunk * Don't create a copy of the ChunkTilePile * Enable culling by projected area on default * Have raw tile reader return a Tile instead of a shared_ptr to a tile * Start making GDAL mandatory * Increase the default lod scale factor to 15
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@@ -55,9 +55,9 @@
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namespace {
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static const char* _loggerCat = "RenderableAtmosphere";
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const char* keyShadowGroup = "ShadowGroup";
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const char* keyShadowSource = "Source";
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const char* keyShadowCaster = "Caster";
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const char* KeyShadowGroup = "ShadowGroup";
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const char* KeyShadowSource = "Source";
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const char* KeyShadowCaster = "Caster";
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const char* keyAtmosphere = "Atmosphere";
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const char* keyAtmosphereRadius = "AtmosphereRadius";
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@@ -293,18 +293,18 @@ RenderableAtmosphere::RenderableAtmosphere(const ghoul::Dictionary& dictionary)
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//======== Reads Shadow (Eclipses) Entries in mod file ===========
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//================================================================
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ghoul::Dictionary shadowDictionary;
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bool success = dictionary.getValue(keyShadowGroup, shadowDictionary);
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bool success = dictionary.getValue(KeyShadowGroup, shadowDictionary);
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bool disableShadows = false;
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if (success) {
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std::vector<std::pair<std::string, double>> sourceArray;
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unsigned int sourceCounter = 1;
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while (success) {
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std::string sourceName;
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success = shadowDictionary.getValue(keyShadowSource +
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success = shadowDictionary.getValue(KeyShadowSource +
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std::to_string(sourceCounter) + ".Name", sourceName);
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if (success) {
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double sourceRadius;
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success = shadowDictionary.getValue(keyShadowSource +
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success = shadowDictionary.getValue(KeyShadowSource +
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std::to_string(sourceCounter) + ".Radius", sourceRadius);
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if (success) {
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sourceArray.emplace_back(sourceName, sourceRadius);
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@@ -329,11 +329,11 @@ RenderableAtmosphere::RenderableAtmosphere(const ghoul::Dictionary& dictionary)
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unsigned int casterCounter = 1;
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while (success) {
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std::string casterName;
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success = shadowDictionary.getValue(keyShadowCaster +
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success = shadowDictionary.getValue(KeyShadowCaster +
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std::to_string(casterCounter) + ".Name", casterName);
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if (success) {
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double casterRadius;
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success = shadowDictionary.getValue(keyShadowCaster +
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success = shadowDictionary.getValue(KeyShadowCaster +
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std::to_string(casterCounter) + ".Radius", casterRadius);
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if (success) {
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casterArray.emplace_back(casterName, casterRadius);
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