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Code Cleanup (#2191)
* constexpr const -> constexpr * const char* -> std::string_view
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@@ -49,31 +49,32 @@
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#include <vector>
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namespace {
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constexpr const char* _loggerCat = "FramebufferRenderer";
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constexpr std::string_view _loggerCat = "FramebufferRenderer";
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constexpr const glm::vec4 PosBufferClearVal = { 1e32, 1e32, 1e32, 1.f };
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constexpr glm::vec4 PosBufferClearVal = { 1e32, 1e32, 1e32, 1.f };
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constexpr const std::array<const char*, 9> HDRUniformNames = {
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constexpr std::array<const char*, 9> HDRUniformNames = {
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"hdrFeedingTexture", "blackoutFactor", "hdrExposure", "gamma",
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"Hue", "Saturation", "Value", "Viewport", "Resolution"
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};
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constexpr const std::array<const char*, 4> FXAAUniformNames = {
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constexpr std::array<const char*, 4> FXAAUniformNames = {
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"renderedTexture", "inverseScreenSize", "Viewport", "Resolution"
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};
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constexpr const std::array<const char*, 4> DownscaledVolumeUniformNames = {
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constexpr std::array<const char*, 4> DownscaledVolumeUniformNames = {
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"downscaledRenderedVolume", "downscaledRenderedVolumeDepth", "viewport",
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"resolution"
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};
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constexpr const char* ExitFragmentShaderPath =
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constexpr std::string_view ExitFragmentShaderPath =
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"${SHADERS}/framebuffer/exitframebuffer.frag";
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constexpr const char* RaycastFragmentShaderPath =
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constexpr std::string_view RaycastFragmentShaderPath =
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"${SHADERS}/framebuffer/raycastframebuffer.frag";
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constexpr const char* GetEntryInsidePath = "${SHADERS}/framebuffer/inside.glsl";
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constexpr const char* GetEntryOutsidePath = "${SHADERS}/framebuffer/outside.glsl";
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constexpr const char* RenderFragmentShaderPath =
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constexpr std::string_view GetEntryInsidePath = "${SHADERS}/framebuffer/inside.glsl";
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constexpr std::string_view GetEntryOutsidePath =
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"${SHADERS}/framebuffer/outside.glsl";
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constexpr std::string_view RenderFragmentShaderPath =
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"${SHADERS}/framebuffer/renderframebuffer.frag";
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const GLenum ColorAttachmentArray[4] = {
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@@ -511,7 +512,7 @@ void FramebufferRenderer::updateDownscaleTextures() {
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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constexpr const float VolumeBorderColor[] = { 0.f, 0.f, 0.f, 1.f };
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constexpr float VolumeBorderColor[] = { 0.f, 0.f, 0.f, 1.f };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, VolumeBorderColor);
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glBindTexture(GL_TEXTURE_2D, _downscaleVolumeRendering.depthbuffer);
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