shadowvar cleanups for scattersky and accumulationVolume

This commit is contained in:
Azaezel 2018-03-13 21:29:09 -05:00
parent 386efa0602
commit 1e65a01cf9
2 changed files with 10 additions and 10 deletions

View file

@ -206,11 +206,11 @@ void AccumulationVolume::buildSilhouette( const SceneCameraState& cameraState, V
if( mTransformDirty ) if( mTransformDirty )
{ {
const U32 numPoints = mPolyhedron.getNumPoints(); const U32 numPolyPoints = mPolyhedron.getNumPoints();
const PolyhedronType::PointType* points = getPolyhedron().getPoints(); const PolyhedronType::PointType* points = getPolyhedron().getPoints();
mWSPoints.setSize( numPoints ); mWSPoints.setSize(numPolyPoints);
for( U32 i = 0; i < numPoints; ++ i ) for( U32 i = 0; i < numPolyPoints; ++ i )
{ {
Point3F p = points[ i ]; Point3F p = points[ i ];
p.convolve( getScale() ); p.convolve( getScale() );

View file

@ -690,13 +690,13 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
mMatrixSet->setSceneProjection(GFX->getProjectionMatrix()); mMatrixSet->setSceneProjection(GFX->getProjectionMatrix());
mMatrixSet->setWorld(GFX->getWorldMatrix()); mMatrixSet->setWorld(GFX->getWorldMatrix());
ObjectRenderInst *ri = renderPass->allocInst<ObjectRenderInst>(); ObjectRenderInst *moonRI = renderPass->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &ScatterSky::_renderMoon ); moonRI->renderDelegate.bind( this, &ScatterSky::_renderMoon );
ri->type = RenderPassManager::RIT_Sky; moonRI->type = RenderPassManager::RIT_Sky;
// Render after sky objects and before CloudLayer! // Render after sky objects and before CloudLayer!
ri->defaultKey = 5; moonRI->defaultKey = 5;
ri->defaultKey2 = 0; moonRI->defaultKey2 = 0;
renderPass->addInst(ri); renderPass->addInst(moonRI);
} }
} }
@ -1346,7 +1346,7 @@ void ScatterSky::_getColor( const Point3F &pos, LinearColorF *outColor )
for ( U32 i = 0; i < 2; i++ ) for ( U32 i = 0; i < 2; i++ )
{ {
F32 fHeight = v3SamplePoint.len(); F32 fHeight = v3SamplePoint.len();
F32 fDepth = mExp( scaleOverScaleDepth * (mSphereInnerRadius - smViewerHeight) ); fDepth = mExp( scaleOverScaleDepth * (mSphereInnerRadius - smViewerHeight) );
F32 fLightAngle = mDot( mLightDir, v3SamplePoint ) / fHeight; F32 fLightAngle = mDot( mLightDir, v3SamplePoint ) / fHeight;
F32 fCameraAngle = mDot( v3Ray, v3SamplePoint ) / fHeight; F32 fCameraAngle = mDot( v3Ray, v3SamplePoint ) / fHeight;