Removed camera downsampling functionality no longer in use. A more advanced postfx and compositor will be implemented instead. (Continued)
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@@ -87,7 +87,6 @@ KRCamera::KRCamera(KRScene& scene, std::string name) : KRNode(scene, name)
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volumetricLightAccumulationBuffer = 0;
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volumetricLightAccumulationTexture = 0;
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m_frame_times_filled = 0;
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m_downsample = Vector2::One();
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m_fade_color = Vector4::Zero();
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@@ -184,7 +183,6 @@ void KRCamera::renderFrame(VkCommandBuffer& commandBuffer, KRSurface& compositeS
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GL_PUSH_GROUP_MARKER("Generate Shadowmaps");
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scene.render(commandBuffer, compositeSurface, this, m_viewport.getVisibleBounds(), m_viewport, KRNode::RENDER_PASS_GENERATE_SHADOWMAPS, false /*settings.bEnableDeferredLighting*/);
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GLDEBUG(glViewport(0, 0, (int)m_viewport.getSize().x, (int)m_viewport.getSize().y));
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GL_POP_GROUP_MARKER;
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}
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@@ -215,7 +213,6 @@ void KRCamera::renderFrame(VkCommandBuffer& commandBuffer, KRSurface& compositeS
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// Set render target
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GLDEBUG(glBindFramebuffer(GL_FRAMEBUFFER, lightAccumulationBuffer));
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GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, compositeDepthTexture, 0));
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GLDEBUG(glViewport(0, 0, (int)(m_viewport.getSize().x * m_downsample.x), (int)(m_viewport.getSize().y * m_downsample.y)));
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GLDEBUG(glClearColor(0.0f, 0.0f, 0.0f, 0.0f));
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GLDEBUG(glClear(GL_COLOR_BUFFER_BIT));
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@@ -250,10 +247,6 @@ void KRCamera::renderFrame(VkCommandBuffer& commandBuffer, KRSurface& compositeS
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} else {
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// ----====---- Opaque Geometry, Forward Rendering ----====----
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GL_PUSH_GROUP_MARKER("Forward Rendering - Opaque");
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/*
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GLDEBUG(glViewport(0, 0, (int)(m_viewport.getSize().x * m_downsample.x), (int)(m_viewport.getSize().y * m_downsample.y)));
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*/
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// Start render pass
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KRRenderPass& forwardOpaquePass = compositeSurface.getForwardOpaquePass();
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@@ -991,17 +984,6 @@ const KRViewport& KRCamera::getViewport() const
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return m_viewport;
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}
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Vector2 KRCamera::getDownsample()
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{
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return m_downsample;
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}
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void KRCamera::setDownsample(float v)
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{
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m_downsample = Vector2::Create(v);
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}
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void KRCamera::setFadeColor(const Vector4& fade_color)
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{
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m_fade_color = fade_color;
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@@ -71,8 +71,6 @@ public:
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std::string getDebugText();
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void flushSkybox(); // this will delete the skybox and cause the camera to reload a new skybox based on the settings
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Vector2 getDownsample();
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void setDownsample(float v);
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void setFadeColor(const Vector4& fade_color);
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Vector4 getFadeColor();
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@@ -102,8 +100,6 @@ private:
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float m_particlesAbsoluteTime;
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Vector2 m_downsample;
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Vector4 m_fade_color;
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typedef struct
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