revert create_noise_texture

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Astazium 2026-09-17 02:09:42 +03:00 • committed by GitHub
parent 229dadd9e0
commit ff77912f33
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@ -19,29 +19,6 @@
using namespace advanced_pipeline;
static uint create_noise_texture() {
std::vector<glm::vec3> ssaoNoise;
for (unsigned int i = 0; i < 16; i++) {
glm::vec3 noise(
(rand() / static_cast<float>(RAND_MAX)) * 2.0 - 1.0,
(rand() / static_cast<float>(RAND_MAX)) * 2.0 - 1.0,
0.0f
);
ssaoNoise.push_back(noise);
}
uint noiseTexture;
glGenTextures(1, &noiseTexture);
glBindTexture(GL_TEXTURE_2D, noiseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 4, 4, 0, GL_RGB, GL_FLOAT, ssaoNoise.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, 0);
return noiseTexture;
}
PostProcessing::PostProcessing(size_t effectSlotsCount)
: effectSlots(effectSlotsCount) {
// Fullscreen quad mesh building
@ -55,7 +32,24 @@ PostProcessing::PostProcessing(size_t effectSlotsCount)
};
quadMesh = std::make_unique<Mesh<PostProcessingVertex>>(meshData, 6);
noiseTexture = create_noise_texture();
std::vector<glm::vec3> ssaoNoise;
for (unsigned int i = 0; i < 16; i++)
{
glm::vec3 noise(
(rand() / static_cast<float>(RAND_MAX)) * 2.0 - 1.0,
(rand() / static_cast<float>(RAND_MAX)) * 2.0 - 1.0,
0.0f);
ssaoNoise.push_back(noise);
}
glGenTextures(1, &noiseTexture);
glBindTexture(GL_TEXTURE_2D, noiseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 4, 4, 0, GL_RGB, GL_FLOAT, ssaoNoise.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, 0);
}
PostProcessing::~PostProcessing() {