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https://github.com/OpenSpace/OpenSpace.git
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General code cleanup
This commit is contained in:
@@ -697,7 +697,7 @@ RenderableGlobe::RenderableGlobe(const ghoul::Dictionary& dictionary)
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_ringsComponent.initialize();
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addPropertySubOwner(_ringsComponent);
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_hasRings = true;
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ghoul::Dictionary ringsDic;
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dictionary.getValue("Rings", ringsDic);
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}
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@@ -799,7 +799,7 @@ void RenderableGlobe::render(const RenderData& data, RendererTasks& rendererTask
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if (_hasRings && _ringsComponent.isEnabled()) {
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_ringsComponent.draw(lightRenderData, RingsComponent::GeometryOnly);
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}
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glEnable(GL_BLEND);
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_shadowComponent.setViewDepthMap(false);
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@@ -968,7 +968,7 @@ const glm::dmat4& RenderableGlobe::modelTransform() const {
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// Rendering code
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//////////////////////////////////////////////////////////////////////////////////////////
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void RenderableGlobe::renderChunks(const RenderData& data, RendererTasks&,
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void RenderableGlobe::renderChunks(const RenderData& data, RendererTasks&,
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const ShadowComponent::ShadowMapData& shadowData,
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bool renderGeomOnly)
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{
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@@ -986,7 +986,7 @@ void RenderableGlobe::renderChunks(const RenderData& data, RendererTasks&,
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const float dsf = static_cast<float>(
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_generalProperties.currentLodScaleFactor * _ellipsoid.minimumRadius()
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);
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// We are setting the setIgnoreUniformLocationError as it is not super trivial
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// and brittle to figure out apriori whether the uniform was optimized away
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// or not. It should be something long the lines of:
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@@ -1108,9 +1108,9 @@ void RenderableGlobe::renderChunks(const RenderData& data, RendererTasks&,
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const bool hasWaterLayer = !_layerManager.layerGroup(
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layergroupid::GroupID::WaterMasks
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).activeLayers().empty();
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_globalRenderer.program->setUniform("modelViewTransform", modelViewTransform);
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const bool hasHeightLayer = !_layerManager.layerGroup(
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layergroupid::HeightLayers
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).activeLayers().empty();
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@@ -1136,7 +1136,7 @@ void RenderableGlobe::renderChunks(const RenderData& data, RendererTasks&,
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const glm::vec3 directionToSunCameraSpace = glm::vec3(viewTransform *
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glm::dvec4(directionToSunWorldSpace, 0));
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// @TODO (abock, 2020-04-14); This is just a bandaid for issue #1136. The better
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// way is to figure out with the uniform is optimized away. I assume that it is
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// way is to figure out with the uniform is optimized away. I assume that it is
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// because the shader doesn't get recompiled when the last layer of the night
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// or water is disabled; so the shader thinks it has to do the calculation, but
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// there are actually no layers left
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@@ -1166,7 +1166,7 @@ void RenderableGlobe::renderChunks(const RenderData& data, RendererTasks&,
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const glm::vec3 directionToSunCameraSpace = glm::vec3(viewTransform *
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glm::dvec4(directionToSunWorldSpace, 0));
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// @TODO (abock, 2020-04-14); This is just a bandaid for issue #1136. The better
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// way is to figure out with the uniform is optimized away. I assume that it is
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// way is to figure out with the uniform is optimized away. I assume that it is
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// because the shader doesn't get recompiled when the last layer of the night
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// or water is disabled; so the shader thinks it has to do the calculation, but
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// there are actually no layers left
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@@ -1346,9 +1346,9 @@ void RenderableGlobe::renderChunkGlobally(const Chunk& chunk, const RenderData&
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// Shadow Mapping
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ghoul::opengl::TextureUnit shadowMapUnit;
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if (_generalProperties.shadowMapping && shadowData.shadowDepthTexture != 0) {
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// Adding the model transformation to the final shadow matrix so we have a
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// complete transformation from the model coordinates to the clip space of
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// the light position.
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// Adding the model transformation to the final shadow matrix so we have a
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// complete transformation from the model coordinates to the clip space of the
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// light position.
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program.setUniform(
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"shadowMatrix",
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shadowData.shadowMatrix * modelTransform()
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@@ -1362,14 +1362,14 @@ void RenderableGlobe::renderChunkGlobally(const Chunk& chunk, const RenderData&
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}
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glEnable(GL_DEPTH_TEST);
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if (!renderGeomOnly) {
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
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_grid.drawUsingActiveProgram();
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for (GPULayerGroup& l : _globalRenderer.gpuLayerGroups) {
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l.deactivate();
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}
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@@ -1476,9 +1476,9 @@ void RenderableGlobe::renderChunkLocally(const Chunk& chunk, const RenderData& d
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// Shadow Mapping
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ghoul::opengl::TextureUnit shadowMapUnit;
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if (_generalProperties.shadowMapping && shadowData.shadowDepthTexture != 0) {
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// Adding the model transformation to the final shadow matrix so we have a
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// complete transformation from the model coordinates to the clip space of
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// the light position.
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// Adding the model transformation to the final shadow matrix so we have a
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// complete transformation from the model coordinates to the clip space of the
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// light position.
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program.setUniform(
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"shadowMatrix",
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shadowData.shadowMatrix * modelTransform()
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@@ -1496,7 +1496,7 @@ void RenderableGlobe::renderChunkLocally(const Chunk& chunk, const RenderData& d
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
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_grid.drawUsingActiveProgram();
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for (GPULayerGroup& l : _localRenderer.gpuLayerGroups) {
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