From 9d9142c274ec47c035e6840a97c2ebe7375634d7 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Mon, 20 Jul 2015 16:50:24 -0700 Subject: [PATCH] cleaning commented code supposedly dead now --- interface/src/Application.cpp | 55 ----------------------------------- interface/src/Application.h | 27 ----------------- 2 files changed, 82 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 01c1c08952..c2460e4e55 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -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()->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 { diff --git a/interface/src/Application.h b/interface/src/Application.h index d377be7727..736f515390 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -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 _scriptsLocationHandle; Setting::Handle _fieldOfView; - //Transform _viewTransform; - //glm::mat4 _untranslatedViewMatrix; - //glm::vec3 _viewMatrixTranslation; - //glm::mat4 _projectionMatrix; - float _scaleMirror; float _rotateMirror; float _raiseMirror;