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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/DeferredLightingEffect.cpp (1 of 46 files). Show all

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libraries/render-utils/src/DeferredLightingEffect.cpp+5−5
@@ -218,15 +218,15 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo · 217 unmodified lines
218218 float tHeight = args->_viewport.w / (float)framebufferSize.height();
219219
220220 // The view frustum is the mono frustum base
221− auto viewFrustum = args->_viewFrustum;
221+ auto viewFrustum = args->getViewFrustum();
222222
223223 // Eval the mono projection
224224 mat4 monoProjMat;
225− viewFrustum->evalProjectionMatrix(monoProjMat);
225+ viewFrustum.evalProjectionMatrix(monoProjMat);
226226
227227 // The mono view transform
228228 Transform monoViewTransform;
229− viewFrustum->evalViewTransform(monoViewTransform);
229+ viewFrustum.evalViewTransform(monoViewTransform);
230230
231231 // THe mono view matrix coming from the mono view transform
232232 glm::mat4 monoViewMat;
@@ -296,8 +296,8 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo · 63 unmodified lines
296296 fetchTexcoordRects[0] = glm::vec4(sMin, tMin, sWidth, tHeight);
297297 }
298298
299− auto eyePoint = viewFrustum->getPosition();
300− float nearRadius = glm::distance(eyePoint, viewFrustum->getNearTopLeft());
299+ auto eyePoint = viewFrustum.getPosition();
300+ float nearRadius = glm::distance(eyePoint, viewFrustum.getNearTopLeft());
301301
302302
303303 for (int side = 0; side < numPasses; side++) {

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