Factor out raytracing background color calculation
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@ -885,6 +885,9 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusTextReporter, REPORTER* aWa
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const SFVEC3F v2 = SFVEC3F( v1.x, v3.y, v1.z );
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const SFVEC3F v4 = SFVEC3F( v3.x, v1.y, v1.z );
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SFVEC3F backgroundColor =
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ConvertSRGBToLinear( static_cast<SFVEC3F>( m_boardAdapter.m_BgColorTop ) );
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CTRIANGLE *newTriangle1 = new CTRIANGLE( v1, v2, v3 );
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CTRIANGLE *newTriangle2 = new CTRIANGLE( v3, v4, v1 );
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@ -894,8 +897,8 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusTextReporter, REPORTER* aWa
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newTriangle1->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
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newTriangle2->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
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newTriangle1->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop ) );
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newTriangle2->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop ) );
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newTriangle1->SetColor( backgroundColor );
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newTriangle2->SetColor( backgroundColor );
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// Ceiling triangles
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const float maxZ = glm::max( containerBBox.Max().z,
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@ -915,8 +918,8 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusTextReporter, REPORTER* aWa
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newTriangle3->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
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newTriangle4->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
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newTriangle3->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop ) );
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newTriangle4->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop ) );
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newTriangle3->SetColor( backgroundColor );
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newTriangle4->SetColor( backgroundColor );
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}
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}
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}
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