cleanup dead code

This commit is contained in:
ZappoMan 2015-07-17 11:35:42 -07:00
parent efa2001325
commit 33464dfd6c
2 changed files with 19 additions and 66 deletions

View file

@ -210,10 +210,12 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
batch.setProjectionTransform(mat4());
// FIXME - Is this the proper technique for selecting the source 2D texture used by the renderUnitQuad???
// And, how do we make sure we're getting the right blend/resampler?
//batch._glBindTexture(GL_TEXTURE_2D, texture);
//batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
batch.setResourceTexture(0, overlayFramebuffer->getRenderBuffer(0));
geometryCache->renderUnitQuad(batch, vec4(vec3(1), _alpha));

View file

@ -76,14 +76,16 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
AvatarInputs::getInstance()->update();
buildFramebufferObject();
if (!_overlayFramebuffer) {
return; // we can't do anything without our frame buffer.
}
// Execute the batch into our framebuffer
gpu::Batch batch;
renderArgs->_batch = &batch;
// 1) bind the framebuffer
//_overlayFramebuffer->bind();
batch.setFramebuffer(_overlayFramebuffer);
// 2) clear it...
@ -94,10 +96,9 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLORS | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil);
//batch.clearColorFramebuffer(_overlayFramebuffer->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
int width = _overlayFramebuffer ? _overlayFramebuffer->getWidth() : 0;
int height = _overlayFramebuffer ? _overlayFramebuffer->getHeight() : 0;
int width = _overlayFramebuffer->getWidth();
int height = _overlayFramebuffer->getHeight();
//glViewport(0, 0, width, height);
batch.setViewportTransform(glm::ivec4(0, 0, width, height));
// Now render the overlay components together into a single texture
@ -106,12 +107,11 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line
renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture
//_overlayFramebuffer->release(); // now we're done for later composition
//batch.setFramebuffer(nullptr);
renderArgs->_context->syncCache();
renderArgs->_context->render(batch);
renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
CHECK_GL_ERROR();
}
@ -128,9 +128,6 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
batch._glBindTexture(GL_TEXTURE_2D, _uiTexture);
geometryCache->renderUnitQuad(batch, glm::vec4(1));
//renderArgs->_context->syncCache();
//renderArgs->_context->render(batch);
}
}
@ -161,9 +158,6 @@ void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
int height = _overlayFramebuffer ? _overlayFramebuffer->getHeight() : 0;
DependencyManager::get<AudioScope>()->render(renderArgs, width, height);
}
//renderArgs->_context->syncCache();
//renderArgs->_context->render(batch);
}
void ApplicationOverlay::renderRearViewToFbo(RenderArgs* renderArgs) {
@ -222,8 +216,6 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
//batch.setModelTransform(glm::scale(mat4(), vec3(scaleAmount)));
geometryCache->renderVertices(batch, gpu::LINE_STRIP, _domainStatusBorder);
//renderArgs->_context->syncCache();
//renderArgs->_context->render(batch);
}
}
@ -252,61 +244,20 @@ void ApplicationOverlay::buildFramebufferObject() {
auto width = desiredSize.width();
auto height = desiredSize.height();
// NOTE: I need to make sure this gpu::Sampler is using these values...
//
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_overlayColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_overlayFramebuffer->setRenderBuffer(0, _overlayColorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
_overlayDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
_overlayFramebuffer->setDepthStencilBuffer(_overlayDepthTexture, depthFormat);
/*
// This code essentially created a frame buffer, then sets a bunch of the parameters for that texture.
_overlayFramebuffer = new QOpenGLFramebufferObject(fboSize, QOpenGLFramebufferObject::Depth);
GLfloat borderColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
gpu::Batch batch;
batch._glBindTexture(GL_TEXTURE_2D, getOverlayTexture());
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
batch._glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
batch._glBindTexture(GL_TEXTURE_2D, 0);
*/
/*
glBindTexture(GL_TEXTURE_2D, getOverlayTexture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glBindTexture(GL_TEXTURE_2D, 0);
*/
/**** Example code...
batch._glBindTexture(GL_TEXTURE_2D, texture);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// this stuff is what would actually render from the texture
geometryCache->useSimpleDrawPipeline(batch);
batch.setViewportTransform(glm::ivec4(0, 0, deviceSize.width(), deviceSize.height()));
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
batch.setProjectionTransform(mat4());
batch._glBindTexture(GL_TEXTURE_2D, texture);
geometryCache->renderUnitQuad(batch, vec4(vec3(1), _alpha));
****/
}