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Remove EnableOpacityBlending property for models (unused)
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@@ -84,8 +84,8 @@ namespace {
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"specularIntensity"
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};
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constexpr std::array<const char*, 6> UniformOpacityNames = {
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"opacity", "opacityBlending", "colorTexture", "depthTexture", "positionTexture",
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constexpr std::array<const char*, 5> UniformOpacityNames = {
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"opacity", "colorTexture", "depthTexture", "positionTexture",
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"normalTexture"
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};
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@@ -152,12 +152,6 @@ namespace {
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"respect to the opacity"
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};
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constexpr openspace::properties::Property::PropertyInfo EnableOpacityBlendingInfo = {
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"EnableOpacityBlending",
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"Enable Opacity Blending",
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"Enable Opacity Blending"
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};
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struct [[codegen::Dictionary(RenderableModel)]] Parameters {
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// The file or files that should be loaded in this RenderableModel. The file can
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// contain filesystem tokens. This specifies the model that is rendered by
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@@ -261,9 +255,6 @@ namespace {
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// [[codegen::verbatim(BlendingOptionInfo.description)]]
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std::optional<std::string> blendingOption;
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// [[codegen::verbatim(EnableOpacityBlendingInfo.description)]]
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std::optional<bool> enableOpacityBlending;
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// The path to the vertex shader program that is used instead of the default
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// shader.
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std::optional<std::filesystem::path> vertexShader;
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@@ -297,7 +288,6 @@ RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
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)
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, _rotationVec(RotationVecInfo, glm::dvec3(0.0), glm::dvec3(0.0), glm::dvec3(360.0))
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, _disableDepthTest(DisableDepthTestInfo, false)
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, _enableOpacityBlending(EnableOpacityBlendingInfo, false)
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, _blendingFuncOption(
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BlendingOptionInfo,
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properties::OptionProperty::DisplayType::Dropdown
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@@ -494,10 +484,6 @@ RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
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_blendingFuncOption.set(BlendingMapping[blendingOpt]);
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}
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_enableOpacityBlending = p.enableOpacityBlending.value_or(_enableOpacityBlending);
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addProperty(_enableOpacityBlending);
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_originalRenderBin = renderBin();
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}
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@@ -792,7 +778,7 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
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// Render Pass 1
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// Render all parts of the model into the new framebuffer without opacity
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const float o = opacity();
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if ((o >= 0.f && o < 1.f) || _disableDepthTest || _enableOpacityBlending) {
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if ((o >= 0.f && o < 1.f) || _disableDepthTest) {
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setRenderBin(Renderable::RenderBin::PostDeferredTransparent);
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}
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else {
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@@ -817,10 +803,6 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
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_quadProgram->activate();
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_quadProgram->setUniform(_uniformOpacityCache.opacity, opacity());
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_quadProgram->setUniform(
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_uniformOpacityCache.opacityBlending,
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_enableOpacityBlending
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);
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// Bind textures
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ghoul::opengl::TextureUnit colorTextureUnit;
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