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cleanup dead code
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parent
efa2001325
commit
33464dfd6c
2 changed files with 19 additions and 66 deletions
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@ -210,10 +210,12 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
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batch.setModelTransform(Transform());
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batch.setViewTransform(Transform());
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batch.setProjectionTransform(mat4());
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// FIXME - Is this the proper technique for selecting the source 2D texture used by the renderUnitQuad???
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// And, how do we make sure we're getting the right blend/resampler?
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//batch._glBindTexture(GL_TEXTURE_2D, texture);
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//batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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batch.setResourceTexture(0, overlayFramebuffer->getRenderBuffer(0));
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geometryCache->renderUnitQuad(batch, vec4(vec3(1), _alpha));
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@ -76,14 +76,16 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
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AvatarInputs::getInstance()->update();
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buildFramebufferObject();
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if (!_overlayFramebuffer) {
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return; // we can't do anything without our frame buffer.
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}
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// Execute the batch into our framebuffer
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gpu::Batch batch;
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renderArgs->_batch = &batch;
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// 1) bind the framebuffer
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//_overlayFramebuffer->bind();
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batch.setFramebuffer(_overlayFramebuffer);
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// 2) clear it...
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@ -94,10 +96,9 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
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batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLORS | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil);
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//batch.clearColorFramebuffer(_overlayFramebuffer->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
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int width = _overlayFramebuffer ? _overlayFramebuffer->getWidth() : 0;
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int height = _overlayFramebuffer ? _overlayFramebuffer->getHeight() : 0;
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int width = _overlayFramebuffer->getWidth();
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int height = _overlayFramebuffer->getHeight();
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//glViewport(0, 0, width, height);
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batch.setViewportTransform(glm::ivec4(0, 0, width, height));
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// Now render the overlay components together into a single texture
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@ -106,12 +107,11 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
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renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line
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renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture
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//_overlayFramebuffer->release(); // now we're done for later composition
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//batch.setFramebuffer(nullptr);
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renderArgs->_context->syncCache();
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renderArgs->_context->render(batch);
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renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
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CHECK_GL_ERROR();
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}
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@ -128,9 +128,6 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
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batch._glBindTexture(GL_TEXTURE_2D, _uiTexture);
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geometryCache->renderUnitQuad(batch, glm::vec4(1));
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//renderArgs->_context->syncCache();
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//renderArgs->_context->render(batch);
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}
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}
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@ -161,9 +158,6 @@ void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
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int height = _overlayFramebuffer ? _overlayFramebuffer->getHeight() : 0;
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DependencyManager::get<AudioScope>()->render(renderArgs, width, height);
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}
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//renderArgs->_context->syncCache();
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//renderArgs->_context->render(batch);
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}
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void ApplicationOverlay::renderRearViewToFbo(RenderArgs* renderArgs) {
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@ -222,8 +216,6 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
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//batch.setModelTransform(glm::scale(mat4(), vec3(scaleAmount)));
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geometryCache->renderVertices(batch, gpu::LINE_STRIP, _domainStatusBorder);
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//renderArgs->_context->syncCache();
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//renderArgs->_context->render(batch);
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}
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}
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@ -252,61 +244,20 @@ void ApplicationOverlay::buildFramebufferObject() {
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auto width = desiredSize.width();
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auto height = desiredSize.height();
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// NOTE: I need to make sure this gpu::Sampler is using these values...
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//
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_overlayColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_overlayFramebuffer->setRenderBuffer(0, _overlayColorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
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_overlayDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
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_overlayFramebuffer->setDepthStencilBuffer(_overlayDepthTexture, depthFormat);
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/*
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// This code essentially created a frame buffer, then sets a bunch of the parameters for that texture.
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_overlayFramebuffer = new QOpenGLFramebufferObject(fboSize, QOpenGLFramebufferObject::Depth);
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GLfloat borderColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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gpu::Batch batch;
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batch._glBindTexture(GL_TEXTURE_2D, getOverlayTexture());
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batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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batch._glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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batch._glBindTexture(GL_TEXTURE_2D, 0);
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*/
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/*
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glBindTexture(GL_TEXTURE_2D, getOverlayTexture());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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glBindTexture(GL_TEXTURE_2D, 0);
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*/
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/**** Example code...
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batch._glBindTexture(GL_TEXTURE_2D, texture);
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batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// this stuff is what would actually render from the texture
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geometryCache->useSimpleDrawPipeline(batch);
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batch.setViewportTransform(glm::ivec4(0, 0, deviceSize.width(), deviceSize.height()));
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batch.setModelTransform(Transform());
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batch.setViewTransform(Transform());
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batch.setProjectionTransform(mat4());
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batch._glBindTexture(GL_TEXTURE_2D, texture);
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geometryCache->renderUnitQuad(batch, vec4(vec3(1), _alpha));
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****/
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}
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