chore: 删除冗余上传、遗留代码

master
ternaryop8479 2026-03-07 14:22:22 +08:00
parent 4f39cba9cd
commit 232f77deb3
4 changed files with 0 additions and 14 deletions

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@ -20,7 +20,6 @@ layout(local_size_x = 16, local_size_y = 16) in;
// G-Buffer inputs // G-Buffer inputs
layout(binding = 0, rgba32f) uniform readonly image2D g_position; layout(binding = 0, rgba32f) uniform readonly image2D g_position;
layout(binding = 1, rgba32f) uniform readonly image2D g_normal; layout(binding = 1, rgba32f) uniform readonly image2D g_normal;
layout(binding = 2, rgba8) uniform readonly image2D g_albedo;
// Material params + material id (for primary hit fast-path) // Material params + material id (for primary hit fast-path)
layout(binding = 5, rgba32f) uniform readonly image2D g_material; layout(binding = 5, rgba32f) uniform readonly image2D g_material;

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@ -182,7 +182,6 @@ void GBuffer::render(const Scene &scene, const Shader &shader) {
shader.set_float("u_roughness", material->get_roughness()); shader.set_float("u_roughness", material->get_roughness());
shader.set_uint("u_material_id", material_id); shader.set_uint("u_material_id", material_id);
shader.set_float("u_ior", material->get_ior()); shader.set_float("u_ior", material->get_ior());
shader.set_vec3("u_emission", material->get_emission());
shader.set_uint("u_material_type", static_cast<uint>(material->get_type())); shader.set_uint("u_material_type", static_cast<uint>(material->get_type()));
// Bind textures // Bind textures
@ -194,15 +193,6 @@ void GBuffer::render(const Scene &scene, const Shader &shader) {
} else { } else {
shader.set_int("u_has_albedo_map", 0); shader.set_int("u_has_albedo_map", 0);
} }
auto normal_tex = material->get_normal_texture();
if (normal_tex && normal_tex->is_valid()) {
normal_tex->bind(1);
shader.set_int("u_normal_map", 1);
shader.set_int("u_has_normal_map", 1);
} else {
shader.set_int("u_has_normal_map", 0);
}
} }
// Draw mesh // Draw mesh

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@ -228,8 +228,6 @@ void RayTracer::trace(const Scene &scene, const GBuffer &gbuffer, TextureHandle
// Set camera data // Set camera data
const Camera &camera = scene.get_camera(); const Camera &camera = scene.get_camera();
compute_shader_->set_vec3("u_camera_position", camera.get_position());
Mat4 inv_vp = glm::inverse(camera.get_view_projection_matrix()); Mat4 inv_vp = glm::inverse(camera.get_view_projection_matrix());
compute_shader_->set_mat4("u_inv_view_projection", inv_vp); compute_shader_->set_mat4("u_inv_view_projection", inv_vp);
@ -405,7 +403,6 @@ void RayTracer::upload_scene_data_(const Scene &scene) {
void RayTracer::bind_gbuffer_(const GBuffer &gbuffer) { void RayTracer::bind_gbuffer_(const GBuffer &gbuffer) {
glBindImageTexture(0, gbuffer.get_texture(GBUFFER_POSITION), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F); glBindImageTexture(0, gbuffer.get_texture(GBUFFER_POSITION), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(1, gbuffer.get_texture(GBUFFER_NORMAL), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F); glBindImageTexture(1, gbuffer.get_texture(GBUFFER_NORMAL), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, gbuffer.get_texture(GBUFFER_ALBEDO), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glBindImageTexture(5, gbuffer.get_texture(GBUFFER_MATERIAL), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F); glBindImageTexture(5, gbuffer.get_texture(GBUFFER_MATERIAL), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(6, gbuffer.get_texture(GBUFFER_MATERIAL_ID), 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); glBindImageTexture(6, gbuffer.get_texture(GBUFFER_MATERIAL_ID), 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);