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more naked gl cleanup, deleting dead code, tweaking comments so they don't give false positives in searching for more naked gl
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2ad2c4d554
commit
d1e511efcb
6 changed files with 7 additions and 22 deletions
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@ -33,8 +33,6 @@ void Cube3DOverlay::render(RenderArgs* args) {
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const float MAX_COLOR = 255.0f;
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glm::vec4 cubeColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
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//glDisable(GL_LIGHTING);
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// TODO: handle registration point??
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glm::vec3 position = getPosition();
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glm::vec3 center = getCenter();
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@ -86,7 +86,7 @@ public:
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// Then by the inverse of the ViewTransform from world space to eye space
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// finaly projected into the clip space by the projection transform
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// WARNING: ViewTransform transform from eye space to world space, its inverse is composed
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// with the ModelTransformu to create the equivalent of the glModelViewMatrix
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// with the ModelTransform to create the equivalent of the gl ModelViewMatrix
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void setModelTransform(const Transform& model);
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void setViewTransform(const Transform& view);
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void setProjectionTransform(const Mat4& proj);
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@ -114,7 +114,7 @@ public:
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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// For now, instead of calling the raw glCall, use the equivalent call on the batch so the call is beeing recorded
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// For now, instead of calling the raw gl Call, use the equivalent call on the batch so the call is beeing recorded
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// THe implementation of these functions is in GLBackend.cpp
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void _glEnable(GLenum cap);
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@ -148,7 +148,7 @@ public:
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//
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// As of now (03/2015), the call to makeProgram is in fact calling gpu::Context::makeProgram and does rely
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// on the underneath gpu::Context::Backend available. Since we only support glsl, this means that it relies
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// on a glContext and the driver to compile the glsl shader.
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// on a gl Context and the driver to compile the glsl shader.
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// Hoppefully in a few years the shader compilation will be completely abstracted in a separate shader compiler library
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// independant of the graphics api in use underneath (looking at you opengl & vulkan).
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static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
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@ -504,9 +504,6 @@ glm::vec2 Font::drawString(float x, float y, const QString & str,
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_vao->release();
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_texture->release(); // TODO: Brad & Sam, let's discuss this. Without this non-textured quads get their colors borked.
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_program->release();
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// FIXME, needed?
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// glDisable(GL_TEXTURE_2D);
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return advance;
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}
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@ -110,9 +110,6 @@ const gpu::TexturePointer& TextureCache::getPermutationNormalTexture() {
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_permutationNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB), 256, 2));
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_permutationNormalTexture->assignStoredMip(0, _blueTexture->getTexelFormat(), sizeof(data), data);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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return _permutationNormalTexture;
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}
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@ -122,13 +119,6 @@ const unsigned char OPAQUE_GRAY[] = { 0x80, 0x80, 0x80, 0xFF };
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const unsigned char OPAQUE_BLUE[] = { 0x80, 0x80, 0xFF, 0xFF };
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const unsigned char OPAQUE_BLACK[] = { 0x00, 0x00, 0x00, 0xFF };
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/*
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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*/
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const gpu::TexturePointer& TextureCache::getWhiteTexture() {
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if (!_whiteTexture) {
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_whiteTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), 1, 1));
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@ -87,20 +87,20 @@ public:
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const Vec3& getTranslation() const;
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void setTranslation(const Vec3& translation); // [new this] = [translation] * [this.rotation] * [this.scale]
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void preTranslate(const Vec3& translation); // [new this] = [translation] * [this]
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void postTranslate(const Vec3& translation); // [new this] = [this] * [translation] equivalent to glTranslate
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void postTranslate(const Vec3& translation); // [new this] = [this] * [translation] equivalent to gl Translate
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const Quat& getRotation() const;
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void setRotation(const Quat& rotation); // [new this] = [this.translation] * [rotation] * [this.scale]
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void preRotate(const Quat& rotation); // [new this] = [rotation] * [this]
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void postRotate(const Quat& rotation); // [new this] = [this] * [rotation] equivalent to glRotate
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void postRotate(const Quat& rotation); // [new this] = [this] * [rotation] equivalent to gl Rotate
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const Vec3& getScale() const;
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void setScale(float scale);
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void setScale(const Vec3& scale); // [new this] = [this.translation] * [this.rotation] * [scale]
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void preScale(float scale);
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void preScale(const Vec3& scale);
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void postScale(float scale); // [new this] = [this] * [scale] equivalent to glScale
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void postScale(const Vec3& scale); // [new this] = [this] * [scale] equivalent to glScale
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void postScale(float scale); // [new this] = [this] * [scale] equivalent to gl Scale
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void postScale(const Vec3& scale); // [new this] = [this] * [scale] equivalent to gl Scale
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bool isIdentity() const { return (_flags & ~Flags(FLAG_CACHE_INVALID_BITSET)).none(); }
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bool isTranslating() const { return _flags[FLAG_TRANSLATION]; }
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