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use references not pointers for ViewFrustums

also unravelling some spaghetti: (1) split Octree stuff out of ViewFrustum (2) moved ViewFrustum from octree to shared lib (3) removed some cruft

Andrew Meadows committed 10 years ago

Commit bcf2cc81 parent 21fa29446 files · +412 −390Browse files

Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 46 files). Show all

Unified · Split

libraries/render-utils/src/RenderDeferredTask.cpp+11−11
@@ -163,7 +163,7 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend · 162 unmodified lines
163 163
164 164
165 // Is it possible that we render without a viewFrustum ?165 // Is it possible that we render without a viewFrustum ?
166 if (!(renderContext->args && renderContext->args->_viewFrustum)) {166 if (!(renderContext->args && renderContext->args->hasViewFrustum())) {
167 return;167 return;
168 }168 }
169 169
@@ -174,7 +174,7 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend · 4 unmodified lines
174 174
175void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems) {175void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems) {
176 assert(renderContext->args);176 assert(renderContext->args);
177 assert(renderContext->args->_viewFrustum);177 assert(renderContext->args->hasViewFrustum());
178 178
179 auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);179 auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
180 180
@@ -187,8 +187,8 @@ void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderCont · 6 unmodified lines
187 187
188 glm::mat4 projMat;188 glm::mat4 projMat;
189 Transform viewMat;189 Transform viewMat;
190 args->_viewFrustum->evalProjectionMatrix(projMat);190 args->getViewFrustum().evalProjectionMatrix(projMat);
191 args->_viewFrustum->evalViewTransform(viewMat);191 args->getViewFrustum().evalViewTransform(viewMat);
192 192
193 batch.setProjectionTransform(projMat);193 batch.setProjectionTransform(projMat);
194 batch.setViewTransform(viewMat);194 batch.setViewTransform(viewMat);
@@ -240,7 +240,7 @@ DrawOverlay3D::DrawOverlay3D(bool opaque) : · 45 unmodified lines
240 240
241void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const render::ItemBounds& inItems) {241void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const render::ItemBounds& inItems) {
242 assert(renderContext->args);242 assert(renderContext->args);
243 assert(renderContext->args->_viewFrustum);243 assert(renderContext->args->hasViewFrustum());
244 244
245 auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);245 auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
246 246
@@ -268,8 +268,8 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon · 21 unmodified lines
268 268
269 glm::mat4 projMat;269 glm::mat4 projMat;
270 Transform viewMat;270 Transform viewMat;
271 args->_viewFrustum->evalProjectionMatrix(projMat);271 args->getViewFrustum().evalProjectionMatrix(projMat);
272 args->_viewFrustum->evalViewTransform(viewMat);272 args->getViewFrustum().evalViewTransform(viewMat);
273 273
274 batch.setProjectionTransform(projMat);274 batch.setProjectionTransform(projMat);
275 batch.setViewTransform(viewMat);275 batch.setViewTransform(viewMat);
@@ -290,7 +290,7 @@ const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() { · 14 unmodified lines
290 290
291void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {291void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
292 assert(renderContext->args);292 assert(renderContext->args);
293 assert(renderContext->args->_viewFrustum);293 assert(renderContext->args->hasViewFrustum());
294 294
295 // from the touched pixel generate the stencil buffer 295 // from the touched pixel generate the stencil buffer
296 RenderArgs* args = renderContext->args;296 RenderArgs* args = renderContext->args;
@@ -316,7 +316,7 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren · 19 unmodified lines
316 316
317void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems) {317void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems) {
318 assert(renderContext->args);318 assert(renderContext->args);
319 assert(renderContext->args->_viewFrustum);319 assert(renderContext->args->hasViewFrustum());
320 320
321 RenderArgs* args = renderContext->args;321 RenderArgs* args = renderContext->args;
322 doInBatch(args->_context, [&](gpu::Batch& batch) {322 doInBatch(args->_context, [&](gpu::Batch& batch) {
@@ -334,8 +334,8 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const · 11 unmodified lines
334 334
335 glm::mat4 projMat;335 glm::mat4 projMat;
336 Transform viewMat;336 Transform viewMat;
337 args->_viewFrustum->evalProjectionMatrix(projMat);337 args->getViewFrustum().evalProjectionMatrix(projMat);
338 args->_viewFrustum->evalViewTransform(viewMat);338 args->getViewFrustum().evalViewTransform(viewMat);
339 339
340 batch.setProjectionTransform(projMat);340 batch.setProjectionTransform(projMat);
341 batch.setViewTransform(viewMat);341 batch.setViewTransform(viewMat);