Removed Unused code in renderer
This commit is contained in:
+2
-135
@@ -613,73 +613,6 @@ void Renderer::FrameBufferTextures()
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}
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//void Renderer::FrameBufferTextures()
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//{
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// m_fb = 0;
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// m_fDepthBuffer = 0;
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//
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// glGenFramebuffers(1, &m_fb);
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// glGenRenderbuffers(1, &m_fDepthBuffer);
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//
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// glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
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// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT);
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//
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// //Generate and bind diffuse texture
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// glGenTextures(1, &m_fDiffuseTexture);
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// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//
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// //Generate and bind position texture
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// glGenTextures(1, &m_fPositionTexture);
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// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//
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// //Generate and bind normal texture
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// glGenTextures(1, &m_fNormalsTexture);
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// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//
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// //Generate and bind blend texture
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// glGenTextures(1, &m_fBlendTexture);
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// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//
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// //Bind fb
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// glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
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//
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// //Attach textures to the FB
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// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
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// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
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// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
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// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fBlendTexture, 0);
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//
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// GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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// if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
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// {
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// printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
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// exit(1);
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// }
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//
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// glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//}
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void Renderer::DrawFBO()
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{
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/*
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@@ -725,15 +658,8 @@ void Renderer::DrawFBO()
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//if(!m_QuadView)
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//{
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m_FinalPassProgram.Bind();
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//}
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//else
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//{
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// m_SecondPassProgram_Debug.Bind();
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//}
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m_FinalPassProgram.Bind();
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// Ambient light
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glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f)));
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@@ -749,65 +675,6 @@ void Renderer::DrawFBO()
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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//void Renderer::DrawFBO()
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//{
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// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
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//
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// GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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// glDrawBuffers(4, windowBuffClear);
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// glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//
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// // Execute the first render stage which will fill out the internal buffers with data(??)
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// //EnableRenderProgramStage1;
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// m_FirstPassProgram.Bind();
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// GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE };
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// glDrawBuffers(4, windowBuffOpaque);
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// DrawFBOScene();
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//
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// GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 };
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// glDrawBuffers(4, windowBuffTransp);
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// //Depth buffer shall not be updated
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// glDepthMask(GL_FALSE);
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// //DrawTransparent items
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// glDepthMask(GL_TRUE);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// glDisable(GL_BLEND);
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//
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// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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// //Probably means to use the second_pass shader
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// //EnableRenderProgramDeferredStage();
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// m_SecondPassProgram.Bind();
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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// //SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures();
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// glEnableVertexAttribArray(0);
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// glActiveTexture(GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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//
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// glActiveTexture(GL_TEXTURE1);
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// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
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//
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// glActiveTexture(GL_TEXTURE2);
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// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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//
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// glActiveTexture(GL_TEXTURE3);
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// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
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//
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//
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//
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//
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//
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//
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//
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// //DrawSimpleSquare(); //I guess this draw a square and put the textures on it
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// glBindVertexArray(m_ScreenQuad);
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// glDrawArrays(GL_TRIANGLES, 0, 6);
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// glDisableVertexAttribArray(0);
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//
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//}
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void Renderer::DrawFBOScene()
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{
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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