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A bunch of typo fixes after review
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parent
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7 changed files with 10 additions and 14 deletions
examples/utilities/tools/render
libraries
model/src/model
render-utils/src
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@ -1,5 +1,5 @@
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//
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// debug.js
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// ddebugFramBuffer.js
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// examples/utilities/tools/render
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//
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// Sam Gateau created on 2/18/2016.
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@ -10,8 +10,8 @@
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//
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var DDB = Render.RenderDeferredTask.DebugDeferredBuffer;
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DDB.enabled = true;
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oldConfig = DDB.toJSON();
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DDB.enabled = true;
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// Set up the qml ui
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@ -150,6 +150,6 @@ void Light::setAmbientMap(gpu::TexturePointer ambientMap) {
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}
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}
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void Light::setAmbientMapNumMips(int numMips) {
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void Light::setAmbientMapNumMips(uint16_t numMips) {
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editSchema()._ambientMapNumMips = (float)numMips;
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}
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@ -111,8 +111,8 @@ public:
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void setAmbientMap(gpu::TexturePointer ambientMap);
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gpu::TexturePointer getAmbientMap() const { return _ambientMap; }
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void setAmbientMapNumMips(int numMips);
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int getAmbientMapNumMips() const { return getSchema()._ambientMapNumMips; }
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void setAmbientMapNumMips(uint16_t numMips);
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uint16_t getAmbientMapNumMips() const { return (uint16_t) getSchema()._ambientMapNumMips; }
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// Schema to access the attribute values of the light
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class Schema {
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@ -126,7 +126,7 @@ public:
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Vec4 _spot{0.0f, 0.0f, 0.0f, 0.0f};
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Vec4 _shadow{0.0f};
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float _ambientMapNumMips{ 0 };
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float _ambientMapNumMips{ 0.0f };
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Vec3 _control{ 0.0f, 0.0f, 0.0f };
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gpu::SphericalHarmonics _ambientSphere;
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@ -252,7 +252,7 @@ public:
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class Schema {
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public:
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glm::vec3 _emissive{ 0.0f }; // No Emissive
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float _opacity{ 1.f }; // Opacity = 1 => Not Transparent
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float _opacity{ 1.0f }; // Opacity = 1 => Not Transparent
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glm::vec3 _albedo{ 0.5f }; // Grey albedo => isAlbedo
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float _roughness{ 1.0f }; // Roughness = 1 => Not Glossy
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@ -65,7 +65,7 @@ vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, floa
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<$declareSkyboxMap()$>
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vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float gloss) {
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return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * pow(1.0f - clamp(dot(lightDir, halfDir), 0.0, 1.0), 5);
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return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * pow(1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0), 5);
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}
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vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
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@ -92,7 +92,7 @@ void DeferredLightingEffect::init() {
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// Add the global light to the light stage (for later shadow rendering)
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_lightStage.addLight(lp);
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lp->setDirection(-glm::vec3(1.0f, 1.0f, 1.0f));
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lp->setDirection(glm::vec3(-1.0f));
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lp->setColor(glm::vec3(1.0f));
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lp->setIntensity(1.0f);
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lp->setType(model::Light::SUN);
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@ -502,7 +502,6 @@ void DeferredLightingEffect::setupKeyLightBatch(gpu::Batch& batch, int lightBuff
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batch.setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
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}
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// if (_skyboxTexture && (skyboxCubemapUnit >= 0)) {
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if (globalLight->getAmbientMap() && (skyboxCubemapUnit >= 0)) {
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batch.setResourceTexture(skyboxCubemapUnit, globalLight->getAmbientMap());
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}
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@ -571,12 +570,10 @@ void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light, co
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globalLight->setAmbientIntensity(light->getAmbientIntensity());
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globalLight->setAmbientSphere(light->getAmbientSphere());
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// _skyboxTexture = skyboxTexture;
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_skyboxTexture = (light->getAmbientMap() ? light->getAmbientMap() : _skyboxTexture);
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// Update the available mipmap levels
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globalLight->setAmbientMap((light->getAmbientMap() ? light->getAmbientMap() : _skyboxTexture));
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// globalLight->setAmbientMapNumMips((_skyboxTexture ? _skyboxTexture->evalNumMips() : 0));
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globalLight->setAmbientMap(_skyboxTexture);
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}
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model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
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@ -414,7 +414,6 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
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bool isTranslucent = drawMaterialKey.isTransparent() || drawMaterialKey.isTransparentMap();
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bool hasTangents = drawMaterialKey.isNormalMap() && !mesh.tangents.isEmpty();
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//bool hasSpecular = drawMaterialKey.isGlossMap();
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bool hasSpecular = drawMaterialKey.isMetallicMap();
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bool hasLightmap = drawMaterialKey.isLightmapMap();
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