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https://github.com/overte-org/overte.git
synced 2025-04-08 01:12:48 +02:00
remove cruft
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parent
287878ff98
commit
92117d602c
2 changed files with 4 additions and 240 deletions
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@ -1,240 +0,0 @@
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//
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// Application_render.cpp
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// interface/src
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "Application.h"
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#include <MainWindow.h>
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#include <display-plugins/CompositorHelper.h>
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#include <FramebufferCache.h>
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#include <plugins/PluginManager.h>
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#include <SceneScriptingInterface.h>
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#include "ui/Stats.h"
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#include "Util.h"
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//void Application::paintGL() {
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// // Some plugins process message events, allowing paintGL to be called reentrantly.
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//
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// _renderFrameCount++;
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// // SG: Moved into the RenderEventHandler
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// //_lastTimeRendered.start();
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//
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// auto lastPaintBegin = usecTimestampNow();
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// PROFILE_RANGE_EX(render, __FUNCTION__, 0xff0000ff, (uint64_t)_renderFrameCount);
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// PerformanceTimer perfTimer("paintGL");
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//
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// if (nullptr == _displayPlugin) {
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// return;
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// }
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//
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// DisplayPluginPointer displayPlugin;
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// {
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// PROFILE_RANGE(render, "/getActiveDisplayPlugin");
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// displayPlugin = getActiveDisplayPlugin();
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// }
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//
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// {
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// PROFILE_RANGE(render, "/pluginBeginFrameRender");
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// // If a display plugin loses it's underlying support, it
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// // needs to be able to signal us to not use it
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// if (!displayPlugin->beginFrameRender(_renderFrameCount)) {
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// QMetaObject::invokeMethod(this, "updateDisplayMode");
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// return;
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// }
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// }
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//
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// RenderArgs renderArgs;
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// glm::mat4 HMDSensorPose;
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// glm::mat4 eyeToWorld;
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// glm::mat4 sensorToWorld;
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// ViewFrustum viewFrustum;
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//
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// bool isStereo;
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// glm::mat4 stereoEyeOffsets[2];
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// glm::mat4 stereoEyeProjections[2];
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//
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// {
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// QMutexLocker viewLocker(&_renderArgsMutex);
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// renderArgs = _appRenderArgs._renderArgs;
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//
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// // don't render if there is no context.
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// if (!_appRenderArgs._renderArgs._context) {
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// return;
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// }
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//
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// HMDSensorPose = _appRenderArgs._headPose;
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// eyeToWorld = _appRenderArgs._eyeToWorld;
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// sensorToWorld = _appRenderArgs._sensorToWorld;
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// isStereo = _appRenderArgs._isStereo;
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// for_each_eye([&](Eye eye) {
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// stereoEyeOffsets[eye] = _appRenderArgs._eyeOffsets[eye];
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// stereoEyeProjections[eye] = _appRenderArgs._eyeProjections[eye];
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// });
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// viewFrustum = _appRenderArgs._renderArgs.getViewFrustum();
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// }
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//
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// {
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// PROFILE_RANGE(render, "/gpuContextReset");
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// _graphicsEngine.getGPUContext()->beginFrame(_appRenderArgs._view, HMDSensorPose);
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// // Reset the gpu::Context Stages
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// // Back to the default framebuffer;
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// gpu::doInBatch("Application_render::gpuContextReset", _graphicsEngine.getGPUContext(), [&](gpu::Batch& batch) {
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// batch.resetStages();
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// });
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//
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// if (isStereo) {
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// renderArgs._context->enableStereo(true);
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// renderArgs._context->setStereoProjections(stereoEyeProjections);
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// renderArgs._context->setStereoViews(stereoEyeOffsets);
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// }
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// }
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//
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// gpu::FramebufferPointer finalFramebuffer;
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// QSize finalFramebufferSize;
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// {
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// PROFILE_RANGE(render, "/getOutputFramebuffer");
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// // Primary rendering pass
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// auto framebufferCache = DependencyManager::get<FramebufferCache>();
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// finalFramebufferSize = framebufferCache->getFrameBufferSize();
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// // Final framebuffer that will be handed to the display-plugin
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// finalFramebuffer = framebufferCache->getFramebuffer();
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// }
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//
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// if (!_programsCompiled.load()) {
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// gpu::doInBatch("splashFrame", _gpuContext, [&](gpu::Batch& batch) {
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// batch.setFramebuffer(finalFramebuffer);
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// batch.enableSkybox(true);
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// batch.enableStereo(isStereo);
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// batch.setViewportTransform({ 0, 0, finalFramebuffer->getSize() });
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// _splashScreen->render(batch, viewFrustum);
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// });
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// } else {
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// {
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// PROFILE_RANGE(render, "/renderOverlay");
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// PerformanceTimer perfTimer("renderOverlay");
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// // NOTE: There is no batch associated with this renderArgs
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// // the ApplicationOverlay class assumes it's viewport is setup to be the device size
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// renderArgs._viewport = glm::ivec4(0, 0, getDeviceSize());
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// _applicationOverlay.renderOverlay(&renderArgs);
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// }
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//
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// {
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// PROFILE_RANGE(render, "/updateCompositor");
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// getApplicationCompositor().setFrameInfo(_renderFrameCount, eyeToWorld, sensorToWorld);
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// }
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//
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// {
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// PROFILE_RANGE(render, "/runRenderFrame");
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// renderArgs._hudOperator = displayPlugin->getHUDOperator();
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// renderArgs._hudTexture = _applicationOverlay.getOverlayTexture();
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// renderArgs._blitFramebuffer = finalFramebuffer;
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// runRenderFrame(&renderArgs);
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// }
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// }
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//
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// auto frame = _graphicsEngine.getGPUContext()->endFrame();
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// frame->frameIndex = _renderFrameCount;
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// frame->framebuffer = finalFramebuffer;
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// frame->framebufferRecycler = [](const gpu::FramebufferPointer& framebuffer) {
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// auto frameBufferCache = DependencyManager::get<FramebufferCache>();
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// if (frameBufferCache) {
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// frameBufferCache->releaseFramebuffer(framebuffer);
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// }
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// };
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// // deliver final scene rendering commands to the display plugin
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// {
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// PROFILE_RANGE(render, "/pluginOutput");
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// PerformanceTimer perfTimer("pluginOutput");
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// _renderLoopCounter.increment();
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// displayPlugin->submitFrame(frame);
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// }
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//
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// // Reset the framebuffer and stereo state
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// renderArgs._blitFramebuffer.reset();
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// renderArgs._context->enableStereo(false);
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//
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//#if !defined(DISABLE_QML)
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// {
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// auto stats = Stats::getInstance();
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// if (stats) {
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// stats->setRenderDetails(renderArgs._details);
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// }
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// }
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//#endif
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//
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// uint64_t lastPaintDuration = usecTimestampNow() - lastPaintBegin;
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// _frameTimingsScriptingInterface.addValue(lastPaintDuration);
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//}
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// WorldBox Render Data & rendering functions
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//
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//class WorldBoxRenderData {
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//public:
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// typedef render::Payload<WorldBoxRenderData> Payload;
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// typedef Payload::DataPointer Pointer;
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//
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// int _val = 0;
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// static render::ItemID _item; // unique WorldBoxRenderData
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//};
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//
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//render::ItemID WorldBoxRenderData::_item{ render::Item::INVALID_ITEM_ID };
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//
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//namespace render {
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// template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff) { return ItemKey::Builder::opaqueShape().withTagBits(ItemKey::TAG_BITS_0 | ItemKey::TAG_BITS_1); }
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// template <> const Item::Bound payloadGetBound(const WorldBoxRenderData::Pointer& stuff) { return Item::Bound(); }
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// template <> void payloadRender(const WorldBoxRenderData::Pointer& stuff, RenderArgs* args) {
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// if (Menu::getInstance()->isOptionChecked(MenuOption::WorldAxes)) {
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// PerformanceTimer perfTimer("worldBox");
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//
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// auto& batch = *args->_batch;
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// DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
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// renderWorldBox(args, batch);
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// }
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// }
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//}
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//
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//void Application::runRenderFrame(RenderArgs* renderArgs) {
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// PROFILE_RANGE(render, __FUNCTION__);
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// PerformanceTimer perfTimer("display");
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// PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::runRenderFrame()");
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//
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// // The pending changes collecting the changes here
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// render::Transaction transaction;
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//
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// if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
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// // render models...
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// PerformanceTimer perfTimer("entities");
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// PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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// "Application::runRenderFrame() ... entities...");
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//
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// RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE;
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//
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// renderArgs->_debugFlags = renderDebugFlags;
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// }
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//
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// // Make sure the WorldBox is in the scene
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// // For the record, this one RenderItem is the first one we created and added to the scene.
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// // We could move that code elsewhere but you know...
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// if (!render::Item::isValidID(WorldBoxRenderData::_item)) {
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// auto worldBoxRenderData = std::make_shared<WorldBoxRenderData>();
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// auto worldBoxRenderPayload = std::make_shared<WorldBoxRenderData::Payload>(worldBoxRenderData);
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//
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// WorldBoxRenderData::_item = _main3DScene->allocateID();
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//
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// transaction.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload);
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// _main3DScene->enqueueTransaction(transaction);
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// }
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//
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// {
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// PerformanceTimer perfTimer("EngineRun");
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// _renderEngine->getRenderContext()->args = renderArgs;
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// _renderEngine->run();
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// }
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//}
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@ -56,6 +56,10 @@ void GraphicsEngine::initializeGPU(GLWidget* glwidget) {
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glwidget->makeCurrent();
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_gpuContext = std::make_shared<gpu::Context>();
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_gpuContext->pushProgramsToSync(shader::allPrograms(), [this] {
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_programsCompiled.store(true);
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}, 1);
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DependencyManager::get<TextureCache>()->setGPUContext(_gpuContext);
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}
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