Removing some debug code from OSX Oculus plugin

This commit is contained in:
Bradley Austin Davis 2015-07-23 16:37:27 -04:00
parent 6bc6127c2f
commit 3d2139691c

View file

@ -112,7 +112,7 @@ void Oculus_0_5_DisplayPlugin::deactivate(PluginContainer* container) {
void Oculus_0_5_DisplayPlugin::preRender() {
OculusBaseDisplayPlugin::preRender();
// ovrHmd_BeginFrame(_hmd, _frameIndex);
ovrHmd_BeginFrame(_hmd, _frameIndex);
}
void Oculus_0_5_DisplayPlugin::preDisplay() {
@ -121,38 +121,36 @@ void Oculus_0_5_DisplayPlugin::preDisplay() {
void Oculus_0_5_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
++_frameIndex;
glUseProgram(0);
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, finalTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(-1, -1);
glTexCoord2f(1, 0);
glVertex2f(1, -1);
glTexCoord2f(1, 1);
glVertex2f(1, 1);
glTexCoord2f(0, 1);
glVertex2f(-1, 1);
glEnd();
ovr_for_each_eye([&](ovrEyeType eye) {
reinterpret_cast<ovrGLTexture&>(_eyeTextures[eye]).OGL.TexId = finalTexture;
});
// ovrHmd_EndFrame(_hmd, _eyePoses, _eyeTextures);
ovrHmd_EndFrame(_hmd, _eyePoses, _eyeTextures);
}
bool _hswDismissed{false};
// Pass input events on to the application
bool Oculus_0_5_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
switch (event->type()) {
case QEvent::KeyPress:
if (!_hswDismissed) {
static ovrHSWDisplayState hswState;
ovrHmd_GetHSWDisplayState(_hmd, &hswState);
if (hswState.Displayed) {
ovrHmd_DismissHSWDisplay(_hmd);
} else {
_hswDismissed = true;
}
}
}
return OculusBaseDisplayPlugin::eventFilter(receiver, event);
}
/*
The swapbuffer call here is only required if we want to mirror the content to the screen.
However, it should only be done if we can reliably disable v-sync on the mirror surface,
otherwise the swapbuffer delay will interefere with the framerate of the headset
*/
// FIXME mirroring tot he main window is diffucult on OSX because it requires that we
// trigger a swap, which causes the client to wait for the v-sync of the main screen running
// at 60 Hz. This would introduce judder. Perhaps we can push mirroring to a separate
// thread
void Oculus_0_5_DisplayPlugin::finishFrame() {
_hmdWindow->swapBuffers();
_hmdWindow->doneCurrent();
};