chore: Use setActiveTextureUnit in render pipelines
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2 changed files with 8 additions and 8 deletions
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@ -82,7 +82,7 @@ void ControlRenderPipeline::render(const glm::ivec2 &offset) const {
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Shaders::instance().activate(ShaderProgram::GUIGUI, locals);
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glActiveTexture(GL_TEXTURE0);
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setActiveTextureUnit(0);
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_geometry.bindColorBuffer(0);
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Quad::getDefault().renderTriangles();
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@ -118,7 +118,7 @@ void WorldRenderPipeline::drawGeometry() const {
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int lightCount = static_cast<int>(_scene->shadowLights().size());
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for (int i = 0; i < lightCount; ++i) {
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glActiveTexture(GL_TEXTURE0 + TextureUniforms::shadowmap0 + i);
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setActiveTextureUnit(TextureUniforms::shadowmap0 + i);
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_shadows[i]->bindDepthBuffer();
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}
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withDepthTest([this]() { _scene->render(); });
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@ -145,7 +145,7 @@ void WorldRenderPipeline::applyHorizontalBlur() const {
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Shaders::instance().activate(ShaderProgram::GUIBlur, locals);
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glActiveTexture(GL_TEXTURE0);
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setActiveTextureUnit(0);
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_geometry.bindColorBuffer(1);
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withDepthTest([]() {
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@ -175,7 +175,7 @@ void WorldRenderPipeline::applyVerticalBlur() const {
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Shaders::instance().activate(ShaderProgram::GUIBlur, locals);
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glActiveTexture(GL_TEXTURE0);
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setActiveTextureUnit(0);
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_horizontalBlur.bindColorBuffer(0);
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withDepthTest([]() {
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@ -199,19 +199,19 @@ void WorldRenderPipeline::drawResult() const {
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Shaders::instance().activate(ShaderProgram::GUIBloom, locals);
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glActiveTexture(GL_TEXTURE0);
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setActiveTextureUnit(0);
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_geometry.bindColorBuffer(0);
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//_shadows[0]->bindDepthBuffer();
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glActiveTexture(GL_TEXTURE0 + TextureUniforms::bloom);
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setActiveTextureUnit(TextureUniforms::bloom);
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_verticalBlur.bindColorBuffer(0);
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Quad::getDefault().renderTriangles();
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glActiveTexture(GL_TEXTURE0 + TextureUniforms::bloom);
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setActiveTextureUnit(TextureUniforms::bloom);
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_verticalBlur.unbindColorBuffer();
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glActiveTexture(GL_TEXTURE0);
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setActiveTextureUnit(0);
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_geometry.unbindColorBuffer();
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}
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