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3 changed files with 12 additions and 7 deletions
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@ -18,6 +18,10 @@
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QString const Sphere3DOverlay::TYPE = "sphere";
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// Sphere overlays should fit inside a cube of the specified dimensions, hence it needs to be a half unit sphere.
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// However, the geometry cache renders a UNIT sphere, so we need to scale down.
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static const float SPHERE_OVERLAY_SCALE = 0.5f;
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Sphere3DOverlay::Sphere3DOverlay(const Sphere3DOverlay* Sphere3DOverlay) :
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Volume3DOverlay(Sphere3DOverlay)
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{
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@ -40,7 +44,7 @@ void Sphere3DOverlay::render(RenderArgs* args) {
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batch->setModelTransform(Transform());
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Transform transform = _transform;
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transform.postScale(getDimensions() * 0.5f);
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transform.postScale(getDimensions() * SPHERE_OVERLAY_SCALE);
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if (_isSolid) {
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(*batch, transform, sphereColor);
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} else {
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@ -24,6 +24,11 @@
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#include "../render-utils/simple_vert.h"
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#include "../render-utils/simple_frag.h"
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// Sphere entities should fit inside a cube entity of the same size, so a sphere that has dimensions 1x1x1
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// is a half unit sphere. However, the geometry cache renders a UNIT sphere, so we need to scale down.
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static const float SPHERE_ENTITY_SCALE = 0.5f;
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EntityItemPointer RenderableSphereEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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return std::make_shared<RenderableSphereEntityItem>(entityID, properties);
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}
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@ -54,10 +59,10 @@ void RenderableSphereEntityItem::render(RenderArgs* args) {
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gpu::Batch& batch = *args->_batch;
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glm::vec4 sphereColor(toGlm(getXColor()), getLocalRenderAlpha());
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Transform modelTransform = getTransformToCenter();
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modelTransform.postScale(0.5f);
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modelTransform.postScale(SPHERE_ENTITY_SCALE);
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if (_procedural->ready()) {
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batch.setModelTransform(modelTransform); // use a transform with scale, rotation, registration point and translation
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_procedural->prepare(batch, getDimensions() / 2.0f);
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_procedural->prepare(batch, getDimensions());
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auto color = _procedural->getColor(sphereColor);
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batch._glColor4f(color.r, color.g, color.b, color.a);
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DependencyManager::get<GeometryCache>()->renderSphere(batch);
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@ -197,10 +197,6 @@ bool Environment::findCapsulePenetration(const glm::vec3& start, const glm::vec3
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}
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void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& viewFrustum, const EnvironmentData& data) {
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// FIXME atmosphere rendering is broken in some way,
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// should probably be replaced by a procedual skybox and put on the marketplace
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//return;
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glm::vec3 center = data.getAtmosphereCenter();
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// transform the model transform to the center of our atmosphere
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