also unravelling some spaghetti: (1) split Octree stuff out of ViewFrustum (2) moved ViewFrustum from octree to shared lib (3) removed some cruft
Showing the changes to libraries/render-utils/src/DeferredLightingEffect.cpp (1 of 46 files). Show all
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| @@ -218,15 +218,15 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo · 217 unmodified lines | |||
| 218 | float tHeight = args->_viewport.w / (float)framebufferSize.height(); | 218 | float tHeight = args->_viewport.w / (float)framebufferSize.height(); |
| 219 | 219 | ||
| 220 | // The view frustum is the mono frustum base | 220 | // The view frustum is the mono frustum base |
| 221 | auto viewFrustum = args->_viewFrustum; | 221 | auto viewFrustum = args->getViewFrustum(); |
| 222 | 222 | ||
| 223 | // Eval the mono projection | 223 | // Eval the mono projection |
| 224 | mat4 monoProjMat; | 224 | mat4 monoProjMat; |
| 225 | viewFrustum->evalProjectionMatrix(monoProjMat); | 225 | viewFrustum.evalProjectionMatrix(monoProjMat); |
| 226 | 226 | ||
| 227 | // The mono view transform | 227 | // The mono view transform |
| 228 | Transform monoViewTransform; | 228 | Transform monoViewTransform; |
| 229 | viewFrustum->evalViewTransform(monoViewTransform); | 229 | viewFrustum.evalViewTransform(monoViewTransform); |
| 230 | 230 | ||
| 231 | // THe mono view matrix coming from the mono view transform | 231 | // THe mono view matrix coming from the mono view transform |
| 232 | glm::mat4 monoViewMat; | 232 | glm::mat4 monoViewMat; |
| @@ -296,8 +296,8 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo · 63 unmodified lines | |||
| 296 | fetchTexcoordRects[0] = glm::vec4(sMin, tMin, sWidth, tHeight); | 296 | fetchTexcoordRects[0] = glm::vec4(sMin, tMin, sWidth, tHeight); |
| 297 | } | 297 | } |
| 298 | 298 | ||
| 299 | auto eyePoint = viewFrustum->getPosition(); | 299 | auto eyePoint = viewFrustum.getPosition(); |
| 300 | float nearRadius = glm::distance(eyePoint, viewFrustum->getNearTopLeft()); | 300 | float nearRadius = glm::distance(eyePoint, viewFrustum.getNearTopLeft()); |
| 301 | 301 | ||
| 302 | 302 | ||
| 303 | for (int side = 0; side < numPasses; side++) { | 303 | for (int side = 0; side < numPasses; side++) { |