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https://github.com/overte-org/overte.git
synced 2025-08-09 06:38:29 +02:00
added some TODO comments and some cleanup
This commit is contained in:
parent
6821f31f14
commit
7d9de6d0eb
12 changed files with 18 additions and 10 deletions
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@ -2799,7 +2799,6 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
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if (!selfAvatarOnly) {
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if (!selfAvatarOnly) {
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// draw a red sphere
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// draw a red sphere
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float originSphereRadius = 0.05f;
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float originSphereRadius = 0.05f;
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glColor3f(1,0,0);
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DependencyManager::get<GeometryCache>()->renderSphere(originSphereRadius, 15, 15, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
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DependencyManager::get<GeometryCache>()->renderSphere(originSphereRadius, 15, 15, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
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// also, metavoxels
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// also, metavoxels
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@ -106,7 +106,10 @@ void drawText(int x, int y, float scale, float radians, int mono,
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//
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//
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glPushMatrix();
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glPushMatrix();
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glTranslatef(static_cast<float>(x), static_cast<float>(y), 0.0f);
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glTranslatef(static_cast<float>(x), static_cast<float>(y), 0.0f);
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// TODO: add support for color to rendering text
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glColor3fv(color);
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glColor3fv(color);
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glRotated(double(radians * DEGREES_PER_RADIAN), 0.0, 0.0, 1.0);
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glRotated(double(radians * DEGREES_PER_RADIAN), 0.0, 0.0, 1.0);
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glScalef(scale / 0.1f, scale / 0.1f, 1.0f);
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glScalef(scale / 0.1f, scale / 0.1f, 1.0f);
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textRenderer(mono)->draw(0, 0, string);
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textRenderer(mono)->draw(0, 0, string);
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@ -56,7 +56,8 @@ void AudioIOStatsRenderer::render(const float* color, int width, int height) {
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int w = STATS_WIDTH;
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int w = STATS_WIDTH;
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int h = statsHeight;
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int h = statsHeight;
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DependencyManager::get<GeometryCache>()->renderQuad(x, y, w, h, backgroundColor);
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DependencyManager::get<GeometryCache>()->renderQuad(x, y, w, h, backgroundColor);
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glColor4f(1, 1, 1, 1);
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glColor4f(1, 1, 1, 1); // TODO: change text rendering to use collor as parameter
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int horizontalOffset = x + 5;
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int horizontalOffset = x + 5;
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int verticalOffset = y;
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int verticalOffset = y;
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@ -196,8 +196,6 @@ void AudioScope::renderLineStrip(int id, const glm::vec4& color, int x, int y, i
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geometryCache->updateVertices(id, points, color);
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geometryCache->updateVertices(id, points, color);
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geometryCache->renderVertices(gpu::LINE_STRIP, id);
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geometryCache->renderVertices(gpu::LINE_STRIP, id);
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glColor4f(1, 1, 1, 1);
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}
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}
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int AudioScope::addBufferToScope(QByteArray* byteArray, int frameOffset, const int16_t* source, int sourceSamplesPerChannel,
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int AudioScope::addBufferToScope(QByteArray* byteArray, int frameOffset, const int16_t* source, int sourceSamplesPerChannel,
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@ -703,7 +703,7 @@ void Avatar::renderDisplayName() {
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DependencyManager::get<GeometryCache>()->renderBevelCornersRect(left, bottom, right - left, top - bottom, 3,
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DependencyManager::get<GeometryCache>()->renderBevelCornersRect(left, bottom, right - left, top - bottom, 3,
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glm::vec4(0.2f, 0.2f, 0.2f, _displayNameAlpha * DISPLAYNAME_BACKGROUND_ALPHA / DISPLAYNAME_ALPHA));
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glm::vec4(0.2f, 0.2f, 0.2f, _displayNameAlpha * DISPLAYNAME_BACKGROUND_ALPHA / DISPLAYNAME_ALPHA));
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glColor4f(0.93f, 0.93f, 0.93f, _displayNameAlpha);
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glColor4f(0.93f, 0.93f, 0.93f, _displayNameAlpha); // TODO: change text rendering to use collor as parameter
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QByteArray ba = _displayName.toLocal8Bit();
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QByteArray ba = _displayName.toLocal8Bit();
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const char* text = ba.data();
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const char* text = ba.data();
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@ -88,6 +88,7 @@ void BandwidthMeter::Stream::updateValue(double amount) {
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void BandwidthMeter::setColorRGBA(unsigned c) {
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void BandwidthMeter::setColorRGBA(unsigned c) {
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// TODO: add support for color to rendering text, since that's why this method is used
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glColor4ub(GLubyte( c >> 24),
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glColor4ub(GLubyte( c >> 24),
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GLubyte((c >> 16) & 0xff),
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GLubyte((c >> 16) & 0xff),
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GLubyte((c >> 8) & 0xff),
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GLubyte((c >> 8) & 0xff),
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@ -49,7 +49,6 @@ void Line3DOverlay::render(RenderArgs* args) {
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float alpha = getAlpha();
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float alpha = getAlpha();
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xColor color = getColor();
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xColor color = getColor();
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const float MAX_COLOR = 255.0f;
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const float MAX_COLOR = 255.0f;
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glColor4f(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
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glm::vec4 colorv4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
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glm::vec4 colorv4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
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glm::vec3 position = getPosition();
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glm::vec3 position = getPosition();
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@ -60,6 +59,8 @@ void Line3DOverlay::render(RenderArgs* args) {
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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if (getIsDashedLine()) {
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if (getIsDashedLine()) {
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// TODO: add support for color to renderDashedLine()
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glColor4f(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
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DependencyManager::get<GeometryCache>()->renderDashedLine(_position, _end, _geometryCacheID);
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DependencyManager::get<GeometryCache>()->renderDashedLine(_position, _end, _geometryCacheID);
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} else {
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} else {
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DependencyManager::get<GeometryCache>()->renderLine(_start, _end, colorv4, _geometryCacheID);
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DependencyManager::get<GeometryCache>()->renderLine(_start, _end, colorv4, _geometryCacheID);
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@ -124,6 +124,7 @@ void Text3DOverlay::render(RenderArgs* args) {
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enableClipPlane(GL_CLIP_PLANE2, 0.0f, -1.0f, 0.0f, clipMinimum.y + clipDimensions.y);
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enableClipPlane(GL_CLIP_PLANE2, 0.0f, -1.0f, 0.0f, clipMinimum.y + clipDimensions.y);
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enableClipPlane(GL_CLIP_PLANE3, 0.0f, 1.0f, 0.0f, -clipMinimum.y);
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enableClipPlane(GL_CLIP_PLANE3, 0.0f, 1.0f, 0.0f, -clipMinimum.y);
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// TODO: add support for color to rendering text
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glColor3f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR);
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glColor3f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR);
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float alpha = getAlpha();
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float alpha = getAlpha();
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QStringList lines = _text.split("\n");
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QStringList lines = _text.split("\n");
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@ -90,6 +90,7 @@ void TextOverlay::render(RenderArgs* args) {
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int x = _bounds.left() + _leftMargin + leftAdjust;
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int x = _bounds.left() + _leftMargin + leftAdjust;
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int y = _bounds.top() + _topMargin + topAdjust;
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int y = _bounds.top() + _topMargin + topAdjust;
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// TODO: add support for color to rendering text
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glColor3f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR);
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glColor3f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR);
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float alpha = getAlpha();
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float alpha = getAlpha();
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QStringList lines = _text.split("\n");
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QStringList lines = _text.split("\n");
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@ -63,7 +63,7 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
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}
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}
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#ifdef WANT_DEBUG
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#ifdef WANT_DEBUG
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glColor4f(diffuseR, diffuseG, diffuseB, 1.0f);
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glm::vec4 color(diffuseR, diffuseG, diffuseB, 1.0f);
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glPushMatrix();
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glTranslatef(position.x, position.y, position.z);
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glm::vec3 axis = glm::axis(rotation);
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glm::vec3 axis = glm::axis(rotation);
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@ -73,7 +73,7 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
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glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
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glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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DependencyManager::get<DeferredLightingEffect>()->renderWireSphere(0.5f, 15, 15);
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DependencyManager::get<DeferredLightingEffect>()->renderWireSphere(0.5f, 15, 15, color);
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glPopMatrix();
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glPopMatrix();
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glPopMatrix();
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glPopMatrix();
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#endif
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#endif
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@ -78,6 +78,7 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
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enableClipPlane(GL_CLIP_PLANE3, 0.0f, 1.0f, 0.0f, -clipMinimum.y);
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enableClipPlane(GL_CLIP_PLANE3, 0.0f, 1.0f, 0.0f, -clipMinimum.y);
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xColor textColor = getTextColorX();
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xColor textColor = getTextColorX();
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// TODO: add support for color to rendering text
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glColor3f(textColor.red / MAX_COLOR, textColor.green / MAX_COLOR, textColor.blue / MAX_COLOR);
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glColor3f(textColor.red / MAX_COLOR, textColor.green / MAX_COLOR, textColor.blue / MAX_COLOR);
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QStringList lines = _text.split("\n");
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QStringList lines = _text.split("\n");
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int lineOffset = maxHeight;
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int lineOffset = maxHeight;
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@ -154,14 +154,16 @@ const gpu::TexturePointer& TextureCache::getPermutationNormalTexture() {
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}
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}
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const unsigned char OPAQUE_WHITE[] = { 0xFF, 0xFF, 0xFF, 0xFF };
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const unsigned char OPAQUE_WHITE[] = { 0xFF, 0xFF, 0xFF, 0xFF };
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const unsigned char TRANSPARENT_WHITE[] = { 0xFF, 0xFF, 0xFF, 0x0 };
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//const unsigned char TRANSPARENT_WHITE[] = { 0xFF, 0xFF, 0xFF, 0x0 };
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const unsigned char OPAQUE_BLACK[] = { 0x0, 0x0, 0x0, 0xFF };
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//const unsigned char OPAQUE_BLACK[] = { 0x0, 0x0, 0x0, 0xFF };
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const unsigned char OPAQUE_BLUE[] = { 0x80, 0x80, 0xFF, 0xFF };
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const unsigned char OPAQUE_BLUE[] = { 0x80, 0x80, 0xFF, 0xFF };
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/*
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static void loadSingleColorTexture(const unsigned char* color) {
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static void loadSingleColorTexture(const unsigned char* color) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, color);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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}
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*/
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const gpu::TexturePointer& TextureCache::getWhiteTexture() {
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const gpu::TexturePointer& TextureCache::getWhiteTexture() {
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if (_whiteTexture.isNull()) {
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if (_whiteTexture.isNull()) {
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