Remove fixed pipeline calls
parent
18856700a9
commit
32eaa68d0a
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@ -275,8 +275,6 @@ ArrowReferenceMark::render(Renderer* renderer,
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glPushMatrix();
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glRotate(q.cast<float>());
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glScalef(size, size, size);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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CelestiaGLProgram* prog = renderer->getShaderManager().getShader(shadprop);
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if (prog == nullptr)
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@ -290,7 +288,6 @@ ArrowReferenceMark::render(Renderer* renderer,
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glUseProgram(0);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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}
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@ -354,14 +351,10 @@ AxesReferenceMark::render(Renderer* renderer,
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#endif
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}
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glDisable(GL_TEXTURE_2D);
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glPushMatrix();
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glRotate(q.cast<float>());
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glScalef(size, size, size);
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glDisable(GL_LIGHTING);
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#if 0
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// Simple line axes
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glBegin(GL_LINES);
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@ -423,7 +416,6 @@ AxesReferenceMark::render(Renderer* renderer,
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glUseProgram(0);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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}
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@ -81,7 +81,6 @@ void Console::begin()
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glLoadIdentity();
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glTranslatef(0.125f, 0.125f, 0);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -465,7 +465,6 @@ void Globular::renderGlobularPointSprites(
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assert(globularTex != nullptr);
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_POINT_SPRITE);
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glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -526,7 +525,6 @@ void Globular::renderGlobularPointSprites(
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// These should be called but stars are broken then
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// TODO: find and fix
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//glDisable(GL_BLEND);
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//glDisable(GL_TEXTURE_2D);
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}
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uint64_t Globular::getRenderMask() const
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@ -252,7 +252,6 @@ void LODSphereMesh::render(unsigned int attributes,
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subtextures[i] = 0;
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if (nTextures > 1)
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glActiveTexture(GL_TEXTURE0 + i);
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glEnable(GL_TEXTURE_2D);
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}
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#ifdef VERTEX_BUFFER_OBJECTS_ENABLED
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@ -419,8 +418,6 @@ void LODSphereMesh::render(unsigned int attributes,
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glActiveTexture(GL_TEXTURE0 + i);
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}
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (i > 0)
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glDisable(GL_TEXTURE_2D);
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}
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if (nTextures > 1)
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@ -445,8 +442,6 @@ void LODSphereMesh::render(unsigned int attributes,
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glColor4f(1, 0, 0, 1);
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glTranslatef(0, 0, -20);
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glBegin(GL_LINES);
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@ -485,8 +480,6 @@ void LODSphereMesh::render(unsigned int attributes,
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glColor4f(1, 0, 1, 1);
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{
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@ -41,7 +41,6 @@ void Overlay::begin()
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glLoadIdentity();
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glTranslatef(0.125f, 0.125f, 0);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -324,8 +324,6 @@ ParticleEmitter::render(double tsec,
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Vector3f v2 = modelViewMatrix * Vector3f( 1.0f, 1.0f, 0.0f);
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Vector3f v3 = modelViewMatrix * Vector3f(-1.0f, 1.0f, 0.0f);
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glDisable(GL_LIGHTING);
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Texture* texture = nullptr;
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if (m_texture != InvalidResource)
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{
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@ -333,14 +331,7 @@ ParticleEmitter::render(double tsec,
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}
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if (texture != nullptr)
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{
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glEnable(GL_TEXTURE_2D);
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texture->bind();
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}
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else
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{
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glDisable(GL_TEXTURE_2D);
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}
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// Use premultiplied alpha
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glEnable(GL_BLEND);
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@ -493,9 +484,6 @@ ParticleSystem::render(RenderContext& rc, double tsec)
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{
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emitter->render(tsec, rc, m_vertexData, m_particleCapacity);
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}
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glEnable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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}
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@ -533,7 +533,6 @@ GLSL_RenderContext::makeCurrent(const Material& m)
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for (unsigned int i = 0; i < nTextures; i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glEnable(GL_TEXTURE_2D);
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textures[i]->bind();
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}
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@ -717,7 +716,6 @@ GLSLUnlit_RenderContext::makeCurrent(const Material& m)
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for (unsigned int i = 0; i < nTextures; i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glEnable(GL_TEXTURE_2D);
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textures[i]->bind();
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}
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@ -863,10 +863,6 @@ bool Renderer::init(
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glEnable(GL_MULTISAMPLE);
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#endif
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glEnable(GL_RESCALE_NORMAL_EXT);
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT);
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#ifdef USE_HDR
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Image *testImg = new Image(GL_LUMINANCE_ALPHA, 1, 1);
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ImageTexture *testTex = new ImageTexture(*testImg,
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@ -905,10 +901,6 @@ bool Renderer::init(
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_LIGHTING);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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// LEQUAL rather than LESS required for multipass rendering
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glDepthFunc(GL_LEQUAL);
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@ -1778,7 +1770,6 @@ void Renderer::render(const Observer& observer,
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glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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@ -2180,10 +2171,6 @@ void Renderer::draw(const Observer& observer,
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ambientColor = Color(ambientLightLevel, ambientLightLevel, ambientLightLevel);
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#endif
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// Create the ambient light source. For realistic scenes in space, this
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// should be black.
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glAmbientLightColor(ambientColor);
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#ifdef USE_HDR
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glClearColor(skyColor.red(), skyColor.green(), skyColor.blue(), 0.0f);
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#else
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@ -2191,9 +2178,6 @@ void Renderer::draw(const Observer& observer,
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#endif
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDisable(GL_LIGHTING);
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glDepthMask(GL_FALSE);
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// Render sky grids first--these will always be in the background
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@ -2201,7 +2185,6 @@ void Renderer::draw(const Observer& observer,
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renderSkyGrids(observer);
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disableSmoothLines(renderFlags);
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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// Render deep sky objects
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if ((renderFlags & ShowDSO) != 0 && universe.getDSOCatalog() != nullptr)
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@ -2315,8 +2298,7 @@ void Renderer::draw(const Observer& observer,
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}
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}
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glPolygonMode(GL_FRONT, (GLenum) renderMode);
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glPolygonMode(GL_BACK, (GLenum) renderMode);
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum) renderMode);
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{
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Matrix3f viewMat = observer.getOrientationf().conjugate().toRotationMatrix();
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@ -2759,8 +2741,6 @@ void Renderer::draw(const Observer& observer,
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// Render orbit paths
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if (!orbitPathList.empty())
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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#ifdef USE_HDR
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@ -2857,15 +2837,11 @@ void Renderer::draw(const Observer& observer,
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// Pop camera orientation matrix
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glPopMatrix();
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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glEnable(GL_LIGHTING);
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#if 0
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int errCode = glGetError();
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@ -3949,14 +3925,12 @@ void Renderer::renderObject(const Vector3f& pos,
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this);
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}
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// XXX: this code should be removed
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for (unsigned int i = 1; i < 8;/*context->getMaxTextures();*/ i++)
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for (unsigned int i = 0; i < 8;/*context->getMaxTextures();*/ i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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}
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}
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@ -4536,7 +4510,6 @@ void Renderer::renderPlanet(Body& body,
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}
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}
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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#ifdef USE_HDR
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@ -4630,7 +4603,6 @@ void Renderer::renderStar(const Star& star,
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rp, LightingState());
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}
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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#ifdef USE_HDR
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
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@ -4854,14 +4826,11 @@ void Renderer::renderCometTail(const Body& body,
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glUseProgram(0);
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#ifdef DEBUG_COMET_TAIL
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glColor4f(0.0f, 1.0f, 1.0f, 0.5f);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, cometPoints);
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glDrawArrays(GL_LINE_STRIP, 0, nTailPoints);
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glDisableClientState(GL_VERTEX_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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#endif
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@ -4893,7 +4862,6 @@ void Renderer::renderReferenceMark(const ReferenceMark& refMark,
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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}
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@ -5653,7 +5621,6 @@ void Renderer::renderPointStars(const StarDatabase& starDB,
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starRenderer.colorTemp = colorTemp;
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glEnable(GL_TEXTURE_2D);
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gaussianDiscTex->bind();
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starRenderer.starVertexBuffer->setTexture(gaussianDiscTex);
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starRenderer.glareVertexBuffer->setTexture(gaussianGlareTex);
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@ -6769,7 +6736,6 @@ static void drawRectangle(const Renderer &renderer, const Rect &r)
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prog->use();
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if (r.tex != nullptr)
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{
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glEnable(GL_TEXTURE_2D);
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r.tex->bind();
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prog->samplerParam("tex") = 0;
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}
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@ -568,12 +568,7 @@ renderAtmosphere_GLSL(const RenderInfo& ri,
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glDepthMask(GL_TRUE);
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glFrontFace(GL_CCW);
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glPopMatrix();
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glUseProgram(0);
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//glActiveTexture(GL_TEXTURE0);
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//glEnable(GL_TEXTURE_2D);
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}
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static void renderRingSystem(GLuint *vboId,
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@ -762,8 +757,6 @@ void renderRings_GLSL(RingSystem& rings,
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if (ringsTex != nullptr)
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ringsTex->bind();
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else
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glDisable(GL_TEXTURE_2D);
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unsigned nSections = 180;
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size_t i = 0;
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@ -48,8 +48,9 @@ static TextureCaps texCaps;
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static bool testMaxLevel()
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{
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unsigned char texels[64];
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glEnable(GL_TEXTURE_2D);
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GLuint textureID;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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// Test whether GL_TEXTURE_MAX_LEVEL is supported . . .
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glTexImage2D(GL_TEXTURE_2D,
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0,
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@ -62,7 +63,7 @@ static bool testMaxLevel()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
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float maxLev = -1.0f;
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glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, &maxLev);
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glDisable(GL_TEXTURE_2D);
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glDeleteTextures(1, &textureID);
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return maxLev == 2;
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}
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@ -378,7 +379,7 @@ ImageTexture::ImageTexture(Image& img,
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}
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if (mipMapMode == AutoMipMaps)
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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int internalFormat = getInternalFormat(img.getFormat());
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@ -169,9 +169,6 @@ VisibleRegion::render(Renderer* renderer,
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#endif
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glPushMatrix();
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glRotate(qf.conjugate());
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@ -219,7 +216,6 @@ VisibleRegion::render(Renderer* renderer,
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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}
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