Remove unused hdr framebuffer and texture

This commit is contained in:
Malin E
2022-11-15 15:57:25 +01:00
parent 2cd09de2fa
commit 433c2cd3a9
2 changed files with 0 additions and 56 deletions
-51
View File
@@ -155,10 +155,6 @@ void FramebufferRenderer::initialize() {
glGenTextures(1, &_exitDepthTexture);
glGenFramebuffers(1, &_exitFramebuffer);
// HDR / Filtering Buffers
glGenFramebuffers(1, &_hdrBuffers.hdrFilteringFramebuffer);
glGenTextures(1, &_hdrBuffers.hdrFilteringTexture);
// FXAA Buffers
glGenFramebuffers(1, &_fxaaBuffers.fxaaFramebuffer);
glGenTextures(1, &_fxaaBuffers.fxaaTexture);
@@ -273,30 +269,6 @@ void FramebufferRenderer::initialize() {
LERROR("Exit framebuffer is not complete");
}
//===================================//
//===== HDR/Filtering Buffers =====//
//===================================//
glBindFramebuffer(GL_FRAMEBUFFER, _hdrBuffers.hdrFilteringFramebuffer);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
_hdrBuffers.hdrFilteringTexture,
0
);
if (glbinding::Binding::ObjectLabel.isResolved()) {
glObjectLabel(
GL_FRAMEBUFFER,
_hdrBuffers.hdrFilteringFramebuffer,
-1,
"HDR filtering"
);
}
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LERROR("HDR/Filtering framebuffer is not complete");
}
//===================================//
//========== FXAA Buffers =========//
//===================================//
@@ -405,7 +377,6 @@ void FramebufferRenderer::deinitialize() {
glDeleteFramebuffers(1, &_gBuffers.framebuffer);
glDeleteFramebuffers(1, &_exitFramebuffer);
glDeleteFramebuffers(1, &_hdrBuffers.hdrFilteringFramebuffer);
glDeleteFramebuffers(1, &_fxaaBuffers.fxaaFramebuffer);
glDeleteFramebuffers(1, &_pingPongBuffers.framebuffer);
glDeleteFramebuffers(1, &_downscaleVolumeRendering.framebuffer);
@@ -413,7 +384,6 @@ void FramebufferRenderer::deinitialize() {
glDeleteTextures(1, &_gBuffers.colorTexture);
glDeleteTextures(1, &_gBuffers.depthTexture);
glDeleteTextures(1, &_hdrBuffers.hdrFilteringTexture);
glDeleteTextures(1, &_fxaaBuffers.fxaaTexture);
glDeleteTextures(1, &_gBuffers.positionTexture);
glDeleteTextures(1, &_gBuffers.normalTexture);
@@ -822,27 +792,6 @@ void FramebufferRenderer::updateResolution() {
);
}
// HDR / Filtering
glBindTexture(GL_TEXTURE_2D, _hdrBuffers.hdrFilteringTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA32F,
_resolution.x,
_resolution.y,
0,
GL_RGBA,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (glbinding::Binding::ObjectLabel.isResolved()) {
glObjectLabel(GL_TEXTURE, _hdrBuffers.hdrFilteringTexture, -1, "HDR filtering");
}
// FXAA
glBindTexture(GL_TEXTURE_2D, _fxaaBuffers.fxaaTexture);
glTexImage2D(