remove DhApplyShader commented out code
This commit is contained in:
-125
@@ -99,130 +99,5 @@ public class DhApplyShader extends AbstractShaderRenderer
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GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
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ScreenQuad.INSTANCE.render();
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//LOGGER.info("apply start");
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//
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//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, 0);
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//
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//// create the temp textures
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//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.tempFramebufferId);
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//GL32.glReadBuffer(GL32.GL_COLOR_ATTACHMENT0);
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//
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//LOGGER.info("bind color");
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//
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//GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.tempColorTextureId);
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//if (!texturesCreated)
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//{
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// GL32.glTexImage2D(GL32.GL_TEXTURE_2D,
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// 0,
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// GL32.GL_RGBA8,
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// MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
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// 0,
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// GL32.GL_RGB,
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// GL32.GL_UNSIGNED_BYTE,
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// (ByteBuffer) null);
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// GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
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// GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
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//}
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//GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.tempColorTextureId, 0);
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//
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//
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//LOGGER.info("bind depth");
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//
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//GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.tempDepthTextureId);
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//if (!texturesCreated)
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//{
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// GL32.glTexImage2D(GL32.GL_TEXTURE_2D,
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// 0,
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// GL32.GL_DEPTH_COMPONENT32,
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// MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
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// 0,
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// GL32.GL_DEPTH_COMPONENT,
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// GL32.GL_UNSIGNED_BYTE,
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// (ByteBuffer) null);
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// GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
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// GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
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//}
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//GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_DEPTH_ATTACHMENT, GL32.GL_TEXTURE_2D, this.tempDepthTextureId, 0);
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//
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//texturesCreated = true;
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//GL32.glClear(GL32.GL_COLOR_BUFFER_BIT | GL32.GL_DEPTH_BUFFER_BIT);
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//
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//
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//int tempStatus = GL32.glCheckFramebufferStatus(GL32.GL_FRAMEBUFFER);
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//boolean tempComplete = tempStatus == GL32.GL_FRAMEBUFFER_COMPLETE;
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//LOGGER.info("copy mc to temp. " + MC_RENDER.getTargetFrameBuffer() + " -> " + this.tempFramebufferId + " (" + tempStatus + " - " + tempComplete + ")");
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//
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//GL32.glDisable(GL32.GL_MULTISAMPLE);
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//
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//// copy MC to temp
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//GL32.glBindFramebuffer(GL32.GL_READ_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
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//GL32.glBindFramebuffer(GL32.GL_DRAW_FRAMEBUFFER, this.tempFramebufferId);
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//GL32.glBlitFramebuffer(0, 0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
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// 0, 0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
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// GL32.GL_COLOR_BUFFER_BIT | GL32.GL_DEPTH_BUFFER_BIT,
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// GL32.GL_NEAREST);
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//
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//LOGGER.info("post copy unbind");
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//
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//GL32.glBindFramebuffer(GL32.GL_READ_FRAMEBUFFER, 0);
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//GL32.glBindFramebuffer(GL32.GL_DRAW_FRAMEBUFFER, 0);
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//
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//
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//
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//
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//// write DH to temp
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//LOGGER.info("write dh to temp");
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//
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//GL32.glActiveTexture(GL32.GL_TEXTURE0);
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//GL32.glBindTexture(GL32.GL_TEXTURE_2D, LodRenderer.getActiveColorTextureId());
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//GL32.glUniform1i(this.gDhColorTextureUniform, 0);
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//
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//GL32.glActiveTexture(GL32.GL_TEXTURE1);
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//GL32.glBindTexture(GL32.GL_TEXTURE_2D, LodRenderer.getActiveDepthTextureId());
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//GL32.glUniform1i(this.gDepthMapUniform, 1);
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//
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//GL32.glDisable(GL32.GL_DEPTH_TEST);
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//
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//GL32.glEnable(GL32.GL_BLEND);
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//GL32.glBlendEquation(GL32.GL_FUNC_ADD);
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//GL32.glBlendFunc(GL32.GL_ONE, GL32.GL_ONE_MINUS_SRC_ALPHA);
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//
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//LOGGER.info("bind temp");
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//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.tempFramebufferId);
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//
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//ScreenQuad.INSTANCE.render();
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//
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//LOGGER.info("unbind temp");
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//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, 0);
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//
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//
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//
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//// copy temp to MC
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//LOGGER.info("copy temp to MC - bind.");
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//
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//GL32.glFlush();
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//
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//GL32.glBindFramebuffer(GL32.GL_READ_FRAMEBUFFER, this.tempFramebufferId);
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//GL32.glBindFramebuffer(GL32.GL_DRAW_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
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//
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//int mcStatus = GL32.glCheckFramebufferStatus(GL32.GL_DRAW_FRAMEBUFFER);
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//boolean mcComplete = mcStatus == GL32.GL_FRAMEBUFFER_COMPLETE;
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//LOGGER.info("copy temp to MC - blit " + this.tempFramebufferId + " -> " + MC_RENDER.getTargetFrameBuffer() + " (" + mcStatus + " - " + mcComplete + ")");
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//
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//GL32.glBlitFramebuffer(0, 0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
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// 0, 0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
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// GL32.GL_COLOR_BUFFER_BIT,
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// GL32.GL_NEAREST);
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//
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//GL32.glBindFramebuffer(GL32.GL_READ_FRAMEBUFFER, 0);
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//GL32.glBindFramebuffer(GL32.GL_DRAW_FRAMEBUFFER, 0);
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//
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//GL32.glFlush();
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//GL32.glFinish();
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//
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//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, LodRenderer.getActiveFramebufferId());
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//
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//LOGGER.info("copy temp to MC - done.");
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}
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}
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