Remove nonfunctioning ABufferRenderer from RenderEngine

This commit is contained in:
Alexander Bock
2021-07-30 12:00:56 +02:00
parent c0941a1243
commit c4bddacfeb
16 changed files with 64 additions and 1674 deletions

View File

@@ -255,21 +255,7 @@ void RenderablePlane::render(const RenderData& data, RendererTasks&) {
_shader->setUniform("multiplyColor", _multiplyColor);
bool usingFramebufferRenderer = global::renderEngine->rendererImplementation() ==
RenderEngine::RendererImplementation::Framebuffer;
bool usingABufferRenderer = global::renderEngine->rendererImplementation() ==
RenderEngine::RendererImplementation::ABuffer;
if (usingABufferRenderer) {
_shader->setUniform(
"additiveBlending",
_blendMode == static_cast<int>(BlendMode::Additive)
);
}
bool additiveBlending =
(_blendMode == static_cast<int>(BlendMode::Additive)) && usingFramebufferRenderer;
bool additiveBlending = (_blendMode == static_cast<int>(BlendMode::Additive));
if (additiveBlending) {
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);

View File

@@ -398,24 +398,14 @@ void RenderableSphere::render(const RenderData& data, RendererTasks&) {
glDisable(GL_CULL_FACE);
}
bool usingFramebufferRenderer = global::renderEngine->rendererImplementation() ==
RenderEngine::RendererImplementation::Framebuffer;
bool usingABufferRenderer = global::renderEngine->rendererImplementation() ==
RenderEngine::RendererImplementation::ABuffer;
if (usingABufferRenderer && _useAdditiveBlending) {
_shader->setUniform("additiveBlending", true);
}
if (usingFramebufferRenderer && _useAdditiveBlending) {
if (_useAdditiveBlending) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDepthMask(false);
}
_sphere->render();
if (usingFramebufferRenderer && _useAdditiveBlending) {
if (_useAdditiveBlending) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(true);
}

View File

@@ -430,14 +430,8 @@ void RenderableTrail::render(const RenderData& data, RendererTasks&) {
/*glm::ivec2 resolution = global::renderEngine.renderingResolution();
_programObject->setUniform(_uniformCache.resolution, resolution);*/
const bool usingFramebufferRenderer =
global::renderEngine->rendererImplementation() ==
RenderEngine::RendererImplementation::Framebuffer;
if (usingFramebufferRenderer) {
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
const bool renderLines = (_appearance.renderingModes == RenderingModeLines) ||
(_appearance.renderingModes == RenderingModeLinesPoints);
@@ -508,10 +502,8 @@ void RenderableTrail::render(const RenderData& data, RendererTasks&) {
glBindVertexArray(0);
if (usingFramebufferRenderer) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(true);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(true);
_programObject->deactivate();
}