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Merge pull request #5393 from ctrlaltdavid/20632
WL#20632 - Remove unused postLighting variable from code
This commit is contained in:
commit
e729a87328
7 changed files with 44 additions and 50 deletions
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@ -316,15 +316,14 @@ void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::S
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}
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}
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void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) {
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void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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if (_referential) {
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_referential->update();
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}
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auto& batch = *renderArgs->_batch;
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if (postLighting &&
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glm::distance(DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), _position) < 10.0f) {
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if (glm::distance(DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), _position) < 10.0f) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
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@ -414,9 +413,9 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
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: GLOW_FROM_AVERAGE_LOUDNESS;
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// render body
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renderBody(renderArgs, frustum, postLighting, glowLevel);
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renderBody(renderArgs, frustum, glowLevel);
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if (!postLighting && renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE) {
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if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE) {
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// add local lights
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const float BASE_LIGHT_DISTANCE = 2.0f;
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const float LIGHT_EXPONENT = 1.0f;
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@ -431,21 +430,17 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
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}
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}
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if (postLighting) {
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bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes);
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bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
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bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
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if (renderSkeleton) {
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_skeletonModel.renderJointCollisionShapes(0.7f);
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}
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if (renderHead && shouldRenderHead(renderArgs)) {
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getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
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}
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if (renderBounding && shouldRenderHead(renderArgs)) {
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_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
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}
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bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes);
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bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
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bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
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if (renderSkeleton) {
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_skeletonModel.renderJointCollisionShapes(0.7f);
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}
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if (renderHead && shouldRenderHead(renderArgs)) {
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getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
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}
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if (renderBounding && shouldRenderHead(renderArgs)) {
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_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
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}
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// Stack indicator spheres
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@ -569,24 +564,20 @@ void Avatar::fixupModelsInScene() {
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scene->enqueuePendingChanges(pendingChanges);
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}
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void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
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void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
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fixupModelsInScene();
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{
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if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
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if (postLighting || renderArgs->_renderMode == RenderArgs::SHADOW_RENDER_MODE) {
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// render the billboard until both models are loaded
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renderBillboard(renderArgs);
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}
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// render the billboard until both models are loaded
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renderBillboard(renderArgs);
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return;
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}
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if (postLighting) {
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getHand()->render(renderArgs, false);
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}
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getHand()->render(renderArgs, false);
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}
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getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
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getHead()->render(renderArgs, 1.0f, renderFrustum);
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}
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bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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@ -81,8 +81,7 @@ public:
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void init();
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void simulate(float deltaTime);
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virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition,
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bool postLighting = false);
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virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition);
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bool addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene,
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render::PendingChanges& pendingChanges);
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@ -235,7 +234,7 @@ protected:
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Transform calculateDisplayNameTransform(const ViewFrustum& frustum, float fontSize, const glm::ivec4& viewport) const;
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void renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, const glm::ivec4& viewport) const;
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virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel = 0.0f);
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virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel = 0.0f);
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virtual bool shouldRenderHead(const RenderArgs* renderArgs) const;
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virtual void fixupModelsInScene();
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@ -293,7 +293,7 @@ void Head::relaxLean(float deltaTime) {
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_deltaLeanForward *= relaxationFactor;
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}
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void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum, bool postLighting) {
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void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum) {
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if (_renderLookatVectors) {
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renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
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}
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@ -33,7 +33,7 @@ public:
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void init();
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void reset();
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void simulate(float deltaTime, bool isMine, bool billboard = false);
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void render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum, bool postLighting);
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void render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum);
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void setScale(float scale);
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void setPosition(glm::vec3 position) { _position = position; }
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void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }
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@ -332,13 +332,13 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
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// virtual
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void MyAvatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) {
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void MyAvatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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// don't render if we've been asked to disable local rendering
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if (!_shouldRender) {
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return; // exit early
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}
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Avatar::render(renderArgs, cameraPosition, postLighting);
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Avatar::render(renderArgs, cameraPosition);
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// don't display IK constraints in shadow mode
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if (Menu::getInstance()->isOptionChecked(MenuOption::ShowIKConstraints) &&
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@ -1226,7 +1226,7 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName, const g
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Avatar::attach(modelURL, jointName, translation, rotation, scale, allowDuplicates, useSaved);
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}
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void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
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void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
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if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
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return; // wait until all models are loaded
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@ -1236,7 +1236,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
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// Render head so long as the camera isn't inside it
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if (shouldRenderHead(renderArgs)) {
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getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
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getHead()->render(renderArgs, 1.0f, renderFrustum);
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}
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getHand()->render(renderArgs, true);
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}
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@ -45,8 +45,8 @@ public:
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void preRender(RenderArgs* renderArgs);
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void updateFromTrackers(float deltaTime);
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virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting = false) override;
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virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel = 0.0f) override;
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virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPositio) override;
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virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel = 0.0f) override;
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virtual bool shouldRenderHead(const RenderArgs* renderArgs) const override;
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// setters
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@ -13,6 +13,7 @@
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#include <QMultiMap>
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#include <CapsuleShape.h>
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#include <DeferredLightingEffect.h>
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#include <SphereShape.h>
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#include "Application.h"
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@ -785,31 +786,34 @@ void SkeletonModel::resetShapePositionsToDefaultPose() {
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void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
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const int BALL_SUBDIVISIONS = 10;
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if (_shapes.isEmpty()) {
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// the bounding shape has not been propery computed
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// the bounding shape has not been properly computed
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// so no need to render it
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return;
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}
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// draw a blue sphere at the capsule endpoint
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
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Transform transform; // = Transform();
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// draw a blue sphere at the capsule end point
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glm::vec3 endPoint;
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_boundingShape.getEndPoint(endPoint);
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endPoint = endPoint + _translation;
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Transform transform = Transform();
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transform.setTranslation(endPoint);
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batch.setModelTransform(transform);
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
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deferredLighting->bindSimpleProgram(batch);
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geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
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glm::vec4(0.6f, 0.6f, 0.8f, alpha));
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// draw a yellow sphere at the capsule startpoint
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// draw a yellow sphere at the capsule start point
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glm::vec3 startPoint;
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_boundingShape.getStartPoint(startPoint);
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startPoint = startPoint + _translation;
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glm::vec3 axis = endPoint - startPoint;
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Transform axisTransform = Transform();
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axisTransform.setTranslation(-axis);
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batch.setModelTransform(axisTransform);
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geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
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transform.setTranslation(startPoint);
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batch.setModelTransform(transform);
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deferredLighting->bindSimpleProgram(batch);
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geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
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glm::vec4(0.8f, 0.8f, 0.6f, alpha));
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// draw a green cylinder between the two points
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