cleaning commented code supposedly dead now

This commit is contained in:
Sam Gateau 2015-07-20 16:50:24 -07:00
parent 6a0ca6e113
commit 9d9142c274
2 changed files with 0 additions and 82 deletions

View file

@ -961,10 +961,6 @@ void Application::paintGL() {
// FIXME: it's happening again in the updateSHadow and it shouldn't, this should be the place
loadViewFrustum(_myCamera, _viewFrustum);
if (getShadowsEnabled()) {
renderArgs._renderMode = RenderArgs::SHADOW_RENDER_MODE;
updateShadowMap(&renderArgs);
}
renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE;
@ -2971,13 +2967,6 @@ glm::vec3 Application::getSunDirection() {
// FIXME, preprocessor guard this check to occur only in DEBUG builds
static QThread * activeRenderingThread = nullptr;
void Application::updateShadowMap(RenderArgs* renderArgs) {
// TODO fix shadows and make them use the GPU library
}
void Application::setupWorldLight(RenderArgs* renderArgs) {
}
bool Application::shouldRenderMesh(float largestDimension, float distanceToCamera) {
return DependencyManager::get<LODManager>()->shouldRenderMesh(largestDimension, distanceToCamera);
}
@ -3222,30 +3211,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
// load the view frustum
loadViewFrustum(theCamera, _displayViewFrustum);
// store view matrix without translation, which we'll use for precision-sensitive objects
// updateUntranslatedViewMatrix(-theCamera.getPosition());
// Equivalent to what is happening with _untranslatedViewMatrix and the _viewMatrixTranslation
// the viewTransofmr object is updatded with the correct values and saved,
// this is what is used for rendering the Entities and avatars
Transform viewTransform;
viewTransform.setTranslation(theCamera.getPosition());
viewTransform.setRotation(theCamera.getRotation());
/* if (renderArgs->_renderSide != RenderArgs::MONO) {
glm::mat4 invView = glm::inverse(_untranslatedViewMatrix);
viewTransform.evalFromRawMatrix(invView);
viewTransform.preTranslate(_viewMatrixTranslation);
}*/
// setViewTransform(viewTransform);
// Setup 3D lights (after the camera transform, so that they are positioned in world space)
{
PerformanceTimer perfTimer("lights");
setupWorldLight(renderArgs);
}
// TODO fix shadows and make them use the GPU library
// The pending changes collecting the changes here
@ -3374,26 +3339,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
activeRenderingThread = nullptr;
}
void Application::updateUntranslatedViewMatrix(const glm::vec3& viewMatrixTranslation) {
// _viewMatrixTranslation = viewMatrixTranslation;
}
/*void Application::setViewTransform(const Transform& view) {
_viewTransform = view;
}*/
//void Application::loadTranslatedViewMatrix(const glm::vec3& translation) {
//}
/*
void Application::getModelViewMatrix(glm::dmat4* modelViewMatrix) {
(*modelViewMatrix) =_untranslatedViewMatrix;
(*modelViewMatrix)[3] = _untranslatedViewMatrix * glm::vec4(_viewMatrixTranslation, 1);
}
void Application::getProjectionMatrix(glm::dmat4* projectionMatrix) {
*projectionMatrix = _projectionMatrix;
}
*/
void Application::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {

View file

@ -236,11 +236,6 @@ public:
Overlays& getOverlays() { return _overlays; }
float getFps() const { return _fps; }
// const glm::vec3& getViewMatrixTranslation() const { return _viewMatrixTranslation; }
// void setViewMatrixTranslation(const glm::vec3& translation) { _viewMatrixTranslation = translation; }
// virtual const Transform& getViewTransform() const { return _viewTransform; }
// void setViewTransform(const Transform& view);
float getFieldOfView() { return _fieldOfView.get(); }
void setFieldOfView(float fov) { _fieldOfView.set(fov); }
@ -258,26 +253,12 @@ public:
void resetProfile(const QString& username);
virtual void setupWorldLight(RenderArgs* renderArgs);
virtual bool shouldRenderMesh(float largestDimension, float distanceToCamera);
QImage renderAvatarBillboard(RenderArgs* renderArgs);
void displaySide(RenderArgs* renderArgs, Camera& whichCamera, bool selfAvatarOnly = false, bool billboard = false);
/// Stores the current modelview matrix as the untranslated view matrix to use for transforms and the supplied vector as
/// the view matrix translation.
void updateUntranslatedViewMatrix(const glm::vec3& viewMatrixTranslation = glm::vec3());
// const glm::mat4& getUntranslatedViewMatrix() const { return _untranslatedViewMatrix; }
/// Loads a view matrix that incorporates the specified model translation without the precision issues that can
/// result from matrix multiplication at high translation magnitudes.
// void loadTranslatedViewMatrix(const glm::vec3& translation);
// void getModelViewMatrix(glm::dmat4* modelViewMatrix);
// void getProjectionMatrix(glm::dmat4* projectionMatrix);
virtual const glm::vec3& getShadowDistances() const { return _shadowDistances; }
/// Computes the off-axis frustum parameters for the view frustum, taking mirroring into account.
@ -470,8 +451,6 @@ private slots:
private:
void resetCameras(Camera& camera, const glm::uvec2& size);
// void updateProjectionMatrix();
// void updateProjectionMatrix(Camera& camera, bool updateViewFrustum = true);
void sendPingPackets();
@ -502,7 +481,6 @@ private:
glm::vec3 getSunDirection();
void updateShadowMap(RenderArgs* renderArgs);
void renderRearViewMirror(RenderArgs* renderArgs, const QRect& region, bool billboard = false);
void setMenuShortcutsEnabled(bool enabled);
@ -561,11 +539,6 @@ private:
Setting::Handle<QString> _scriptsLocationHandle;
Setting::Handle<float> _fieldOfView;
//Transform _viewTransform;
//glm::mat4 _untranslatedViewMatrix;
//glm::vec3 _viewMatrixTranslation;
//glm::mat4 _projectionMatrix;
float _scaleMirror;
float _rotateMirror;
float _raiseMirror;