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Changing texture units use in ATM.
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@@ -248,20 +248,17 @@ void AtmosphereDeferredcaster::preRaycast(const RenderData & renderData, const D
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program.setUniform("sunDirectionObj", glm::normalize(glm::dvec3(sunPosObj)));
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//program.setUniform("_performShading", _performShading);
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ghoul::opengl::TextureUnit transmittanceTableTextureUnit;
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transmittanceTableTextureUnit.activate();
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_transmittanceTableTextureUnit.activate();
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glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
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program.setUniform("transmittanceTexture", transmittanceTableTextureUnit);
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program.setUniform("transmittanceTexture", _transmittanceTableTextureUnit);
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ghoul::opengl::TextureUnit irradianceTableTextureUnit;
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irradianceTableTextureUnit.activate();
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_irradianceTableTextureUnit.activate();
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glBindTexture(GL_TEXTURE_2D, _irradianceTableTexture);
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program.setUniform("irradianceTexture", irradianceTableTextureUnit);
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program.setUniform("irradianceTexture", _irradianceTableTextureUnit);
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ghoul::opengl::TextureUnit inScatteringTableTextureUnit;
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inScatteringTableTextureUnit.activate();
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_inScatteringTableTextureUnit.activate();
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glBindTexture(GL_TEXTURE_3D, _inScatteringTableTexture);
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program.setUniform("inscatterTexture", inScatteringTableTextureUnit);
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program.setUniform("inscatterTexture", _inScatteringTableTextureUnit);
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// DEBUG:
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if (_renderableClass == RenderablePlanet) {
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@@ -378,7 +375,12 @@ void AtmosphereDeferredcaster::preRaycast(const RenderData & renderData, const D
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void AtmosphereDeferredcaster::postRaycast(const RenderData & renderData, const DeferredcastData& deferredData,
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ghoul::opengl::ProgramObject& program)
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{}
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{
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// Deactivate the texture units
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/*_transmittanceTableTextureUnit.activate();
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_irradianceTableTextureUnit.activate();
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_inScatteringTableTextureUnit.activate();*/
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}
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std::string AtmosphereDeferredcaster::getDeferredcastPath() const {
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return GlslDeferredcastPath;
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@@ -159,6 +159,10 @@ private:
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GLuint _atmosphereTexture;
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GLuint _atmosphereDepthTexture;
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ghoul::opengl::TextureUnit _transmittanceTableTextureUnit;
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ghoul::opengl::TextureUnit _irradianceTableTextureUnit;
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ghoul::opengl::TextureUnit _inScatteringTableTextureUnit;
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// Atmosphere Data
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bool _atmosphereCalculated;
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bool _atmosphereEnabled;
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@@ -962,10 +962,10 @@ void main() {
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//vec4 finalRadiance = vec4(HDR(sunColor), 1.0);
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//vec4 finalRadiance = vec4(sunColor, 1.0);
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//vec4 finalRadiance = vec4(HDR(inscatterColor + groundColor + sunColor), 1.0);
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vec4 finalRadiance = vec4(HDR(inscatterColor + groundColor + sunColor + meanColor.xyz), 1.0);
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//if ( finalRadiance.xyz == vec3(0.0))
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// finalRadiance.w = 0.0;
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// The meanColor is temporary here
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vec4 finalRadiance = vec4(HDR(inscatterColor + groundColor + sunColor + meanColor.xyz), 1.0);
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//renderTarget = finalRadiance + meanColor;
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renderTarget = finalRadiance;
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//renderTarget = vec4(normalize(meanNormal.xyz), 1.0);
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