Remove dead code from renderer

pull/3/head
Hleb Valoshka 2019-12-05 17:41:55 +03:00
parent bb1f3aefe5
commit f8a4d69491
1 changed files with 2 additions and 76 deletions

View File

@ -152,22 +152,11 @@ static bool commonDataInitialized = false;
LODSphereMesh* g_lodSphere = nullptr;
static Texture* normalizationTex = nullptr;
static Texture* starTex = nullptr;
static Texture* glareTex = nullptr;
static Texture* shadowTex = nullptr;
static Texture* gaussianDiscTex = nullptr;
static Texture* gaussianGlareTex = nullptr;
static Texture* eclipseShadowTextures[4];
static Texture* shadowMaskTexture = nullptr;
static Texture* penumbraFunctionTexture = nullptr;
Texture* rectToSphericalTexture = nullptr;
static const Color compassColor(0.4f, 0.4f, 1.0f);
static const float CoronaHeight = 0.2f;
static const int MaxSkyRings = 32;
@ -375,14 +364,6 @@ Renderer::~Renderer()
glDeleteTextures(1, &sceneTexture);
#endif
delete shadowTex;
delete shadowMaskTexture;
delete penumbraFunctionTexture;
delete normalizationTex;
for(const auto tex : eclipseShadowTextures)
delete tex;
delete shaderManager;
delete m_asterismRenderer;
delete m_boundariesRenderer;
@ -773,63 +754,8 @@ bool Renderer::init(
if (glareTex == nullptr)
glareTex = CreateProceduralTexture(64, 64, GL_RGB, GlareTextureEval);
// Max mipmap level doesn't work reliably on all graphics
// cards. In particular, Rage 128 and TNT cards resort to software
// rendering when this feature is enabled. The only workaround is to
// disable mipmapping completely unless texture border clamping is
// supported, which solves the problem much more elegantly than all
// the mipmap level nonsense.
// shadowTex->setMaxMipMapLevel(3);
Texture::AddressMode shadowTexAddress = Texture::BorderClamp;
Texture::MipMapMode shadowTexMip = Texture::DefaultMipMaps;
shadowTex = CreateProceduralTexture(detailOptions.shadowTextureSize,
detailOptions.shadowTextureSize,
GL_RGB,
ShadowTextureEval,
shadowTexAddress, shadowTexMip);
shadowTex->setBorderColor(Color::White);
if (gaussianDiscTex == nullptr)
gaussianDiscTex = BuildGaussianDiscTexture(8);
if (gaussianGlareTex == nullptr)
gaussianGlareTex = BuildGaussianGlareTexture(9);
// Create the eclipse shadow textures
{
for (int i = 0; i < 4; i++)
{
ShadowTextureFunction func(i * 0.25f);
eclipseShadowTextures[i] =
CreateProceduralTexture(detailOptions.eclipseTextureSize,
detailOptions.eclipseTextureSize,
GL_RGB, func,
shadowTexAddress, shadowTexMip);
if (eclipseShadowTextures[i] != nullptr)
{
// eclipseShadowTextures[i]->setMaxMipMapLevel(2);
eclipseShadowTextures[i]->setBorderColor(Color::White);
}
}
}
// Create the shadow mask texture
{
ShadowMaskTextureFunction func;
shadowMaskTexture = CreateProceduralTexture(128, 2, GL_RGBA, func);
//shadowMaskTexture->bindName();
}
// Create a function lookup table in a texture for use with
// fragment program eclipse shadows.
penumbraFunctionTexture = CreateProceduralTexture(512, 1, GL_LUMINANCE,
PenumbraFunctionEval,
Texture::EdgeClamp);
normalizationTex = CreateProceduralCubeMap(64, GL_RGB, IllumMapEval);
#if ADVANCED_CLOUD_SHADOWS
rectToSphericalTexture = CreateProceduralCubeMap(128, GL_RGBA, RectToSphericalMapEval);
#endif
gaussianDiscTex = BuildGaussianDiscTexture(8);
gaussianGlareTex = BuildGaussianGlareTexture(9);
#ifdef USE_HDR
genSceneTexture();