mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
cleaning commented code supposedly dead now
This commit is contained in:
parent
6a0ca6e113
commit
9d9142c274
2 changed files with 0 additions and 82 deletions
|
@ -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 {
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue