Remove deprecated and commented code

This commit is contained in:
samcake 2018-05-23 11:58:25 -07:00
parent 4985207b45
commit b06356b0fd
2 changed files with 4 additions and 17 deletions

View file

@ -21,7 +21,6 @@
ProceduralSkybox::ProceduralSkybox() : graphics::Skybox() {
_procedural._vertexSource = skybox_vert::getSource();
_procedural._opaquefragmentSource = skybox_frag::getSource();
_procedural._transparentfragmentSource = skybox_frag::getSource();
// Adjust the pipeline state for background using the stencil test
_procedural.setDoesFade(false);
// Must match PrepareStencil::STENCIL_BACKGROUND
@ -61,13 +60,10 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum,
batch.setModelTransform(Transform()); // only for Mac
auto& procedural = skybox._procedural;
// procedural.prepare(batch, glm::vec3(0), glm::vec3(1), glm::quat());
procedural.prepare(batch, glm::vec3(0), glm::vec3(1), glm::quat(), glm::vec4(glm::vec3(1.0f), 0.9));
procedural.prepare(batch, glm::vec3(0), glm::vec3(1), glm::quat());
auto textureSlot = procedural.getOpaqueShader()->getTextures().findLocation("cubeMap");
auto bufferSlot = procedural.getOpaqueShader()->getUniformBuffers().findLocation("skyboxBuffer");
skybox.prepare(batch, textureSlot, bufferSlot);
batch.draw(gpu::TRIANGLE_STRIP, 4);
}

View file

@ -59,10 +59,10 @@ namespace render {
class GPUTaskConfig : public TaskConfig {
Q_OBJECT
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
double _msGPURunTime { 0.0 };
double _msGPURunTime { 0.0 };
double _msBatchRunTime { 0.0 };
public:
@ -83,8 +83,6 @@ namespace render {
// State flows through tasks to jobs via the render and scene contexts -
// the engine should not be known from its jobs.
class Engine : public _Engine {
//class Engine : public Task {
public:
Engine();
@ -100,14 +98,7 @@ namespace render {
// acces the RenderContext
RenderContextPointer getRenderContext() const { return _context; }
// Render a frame
// Must have a scene registered and a context set
// void run() { assert(_renderContext); Task::run(_renderContext); }
protected:
// RenderContextPointer _renderContext;
// void run(const RenderContextPointer& context) override { assert(_renderContext); Task::run(_renderContext); }
};
using EnginePointer = std::shared_ptr<Engine>;