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https://github.com/OpenSpace/OpenSpace.git
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Even more cleanup
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@@ -115,13 +115,6 @@ RenderableOrbitDisc::RenderableOrbitDisc(const ghoul::Dictionary& dictionary)
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, _size(SizeInfo, 1.f, 0.f, 3.0e12f)
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, _eccentricity(EccentricityInfo, 0.f, 0.f, 1.f)
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, _offset(OffsetInfo, glm::vec2(0.f, 1.f), glm::vec2(0.f), glm::vec2(1.f))
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, _shader(nullptr)
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, _texture(nullptr)
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, _textureFile(nullptr)
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, _textureIsDirty(false)
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, _quad(0)
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, _vertexPositionBuffer(0)
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, _planeIsDirty(false)
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{
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using ghoul::filesystem::File;
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@@ -145,7 +138,7 @@ RenderableOrbitDisc::RenderableOrbitDisc(const ghoul::Dictionary& dictionary)
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_texturePath = absPath(dictionary.value<std::string>(TextureInfo.identifier));
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_textureFile = std::make_unique<File>(_texturePath);
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_texturePath.onChange([&]() { loadTexture(); });
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_texturePath.onChange([&]() { _textureIsDirty = true; });
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addProperty(_texturePath);
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_textureFile->setCallback([&](const File&) { _textureIsDirty = true; });
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@@ -65,16 +65,16 @@ private:
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properties::FloatProperty _eccentricity;
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properties::Vec2Property _offset;
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std::unique_ptr<ghoul::opengl::ProgramObject> _shader;
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std::unique_ptr<ghoul::opengl::ProgramObject> _shader = nullptr;
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UniformCache(modelViewProjection, textureOffset, opacity,
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texture, eccentricity, semiMajorAxis) _uniformCache;
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std::unique_ptr<ghoul::opengl::Texture> _texture;
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std::unique_ptr<ghoul::opengl::Texture> _texture = nullptr;
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std::unique_ptr<ghoul::filesystem::File> _textureFile;
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bool _textureIsDirty;
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bool _planeIsDirty;
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GLuint _quad;
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GLuint _vertexPositionBuffer;
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bool _textureIsDirty = false;
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bool _planeIsDirty = false;
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GLuint _quad = 0;
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GLuint _vertexPositionBuffer = 0;
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};
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} // namespace openspace
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@@ -107,18 +107,6 @@ Fragment getFragment() {
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vec4 diffuse = texture(discTexture, textureCoord);
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diffuse.a *= opacity;
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// The normal for the one plane depends on whether we are dealing
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// with a front facing or back facing fragment
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vec3 normal;
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// The plane is oriented on the xz plane
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// WARNING: This might not be the case for Uranus
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if (gl_FrontFacing) {
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normal = vec3(-1.0, 0.0, 0.0);
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}
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else {
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normal = vec3(1.0, 0.0, 0.0);
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}
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Fragment frag;
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frag.color = diffuse;
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frag.depth = vs_position.w;
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@@ -37,7 +37,7 @@ uniform mat4 modelViewProjectionTransform;
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void main() {
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vs_st = in_st;
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vs_position = z_normalization(
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modelViewProjectionTransform * vec4(in_position.xy, 0.0, 1.0)
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modelViewProjectionTransform * vec4(in_position, 0.0, 1.0)
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);
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gl_Position = vs_position;
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