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Cleaning code
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parent
3490e08521
commit
690620d74d
5 changed files with 5 additions and 17 deletions
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@ -360,10 +360,7 @@ GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
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if (bytes && texture.isAutogenerateMips()) {
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}/* else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}*/
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}
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object->_target = GL_TEXTURE_2D;
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@ -129,7 +129,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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// batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, nullptr);
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batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, nullptr);
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}
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@ -62,8 +62,6 @@ void Environment::setupAtmosphereProgram(const char* vertSource, const char* fra
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auto state = std::make_shared<gpu::State>();
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state->setCullMode(gpu::State::CULL_NONE);
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// state->setDepthTest(false);
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// state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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state->setBlendFunction(true,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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@ -314,7 +314,6 @@ const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() {
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auto state = std::make_shared<gpu::State>();
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE));
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// state->setStencilTest(false, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_INCR, gpu::State::STENCIL_OP_INCR, gpu::State::STENCIL_OP_INCR));
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state->setColorWriteMask(0);
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_opaquePipeline.reset(gpu::Pipeline::create(program, state));
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@ -13,18 +13,12 @@
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//
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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uniform sampler2D depthTexture;
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void main(void) {
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// outFragColor = vec4(varTexCoord0, 0.0, 1.0);
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float depth = texture(depthTexture, varTexCoord0.xy).r;
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outFragColor = vec4(1.0, 0.0, 0.0, 1.0);
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if (depth < 1.0) {
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outFragColor = vec4(0.0, 1.0, 0.0, 1.0);
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} else {
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if (depth >= 1.0) {
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discard;
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}
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}
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