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https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-06 03:29:44 -06:00
Remove unused textures
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@@ -79,9 +79,8 @@ namespace {
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"specularIntensity", "performManualDepthTest", "gBufferDepthTexture"
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};
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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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constexpr std::array<const char*, 3> UniformOpacityNames = {
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"opacity", "colorTexture", "depthTexture"
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};
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constexpr openspace::properties::Property::PropertyInfo EnableAnimationInfo = {
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@@ -860,25 +859,6 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
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);
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_quadProgram->setUniform(_uniformOpacityCache.colorTexture, colorTextureUnit);
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ghoul::opengl::TextureUnit positionTextureUnit;
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positionTextureUnit.activate();
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glBindTexture(
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GL_TEXTURE_2D,
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global::renderEngine->renderer()->additionalColorTexture2()
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);
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_quadProgram->setUniform(
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_uniformOpacityCache.positionTexture,
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positionTextureUnit
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);
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ghoul::opengl::TextureUnit normalTextureUnit;
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normalTextureUnit.activate();
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glBindTexture(
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GL_TEXTURE_2D,
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global::renderEngine->renderer()->additionalColorTexture3()
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);
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_quadProgram->setUniform(_uniformOpacityCache.normalTexture, normalTextureUnit);
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ghoul::opengl::TextureUnit depthTextureUnit;
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depthTextureUnit.activate();
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glBindTexture(
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@@ -122,8 +122,7 @@ private:
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// Opacity program
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ghoul::opengl::ProgramObject* _quadProgram = nullptr;
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UniformCache(opacity, colorTexture, depthTexture, positionTexture,
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normalTexture) _uniformOpacityCache;
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UniformCache(opacity, colorTexture, depthTexture) _uniformOpacityCache;
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// Store the original RenderBin
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Renderable::RenderBin _originalRenderBin;
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@@ -31,8 +31,6 @@ uniform float opacity = 1.0;
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uniform sampler2D colorTexture;
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uniform sampler2D depthTexture;
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uniform sampler2D positionTexture;
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uniform sampler2D normalTexture;
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Fragment getFragment() {
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Fragment frag;
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@@ -46,8 +44,6 @@ Fragment getFragment() {
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frag.color.a = opacity * textureColor.a;
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frag.depth = denormalizeFloat(texture(depthTexture, vs_st).x);
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frag.gPosition = texture(positionTexture, vs_st);
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frag.gNormal = vec4(texture(normalTexture, vs_st).rgb, 0.0);
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frag.disableLDR2HDR = true;
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return frag;
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