Fix code style
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@@ -323,7 +323,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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// Ensure to have valid buffers created
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if (_vbCircleRasterize == nullptr || _ibCircleRasterize == nullptr)
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InitCircleRasterizeBuffers();
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InitCircleBuffer();
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// Call rendering to the volume
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const int32 psIndex = (_cache.TemporalReprojection ? 1 : 0) + 2;
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@@ -378,7 +378,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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// Ensure to have valid buffers created
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if (_vbCircleRasterize == nullptr || _ibCircleRasterize == nullptr)
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InitCircleRasterizeBuffers();
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InitCircleBuffer();
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// Call rendering to the volume
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const int32 psIndex = (cache.TemporalReprojection ? 1 : 0) + (withShadow ? 2 : 0);
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@@ -644,19 +644,16 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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context->FlushState();
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}
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void VolumetricFogPass::InitCircleRasterizeBuffers()
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void VolumetricFogPass::InitCircleBuffer()
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{
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const int32 vertices = 8;
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const int32 triangles = vertices - 2;
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const int32 rings = vertices;
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const float radiansPerRingSegment = PI / (float)rings;
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Vector2 vbData[vertices];
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uint16 ibData[triangles * 3];
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// Boost the effective radius so that the edges of the circle approximation lie on the circle, instead of the vertices
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const float radiusScale = 1.0f / Math::Cos(radiansPerRingSegment);
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for (int32 vertexIndex = 0; vertexIndex < vertices; vertexIndex++)
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{
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const float angle = vertexIndex / static_cast<float>(vertices - 1) * 2 * PI;
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