more naked gl cleanup, deleting dead code, tweaking comments so they don't give false positives in searching for more naked gl

This commit is contained in:
ZappoMan 2015-07-15 15:52:12 -07:00
parent 2ad2c4d554
commit d1e511efcb
6 changed files with 7 additions and 22 deletions

View file

@ -33,8 +33,6 @@ void Cube3DOverlay::render(RenderArgs* args) {
const float MAX_COLOR = 255.0f;
glm::vec4 cubeColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
//glDisable(GL_LIGHTING);
// TODO: handle registration point??
glm::vec3 position = getPosition();
glm::vec3 center = getCenter();

View file

@ -86,7 +86,7 @@ public:
// Then by the inverse of the ViewTransform from world space to eye space
// finaly projected into the clip space by the projection transform
// WARNING: ViewTransform transform from eye space to world space, its inverse is composed
// with the ModelTransformu to create the equivalent of the glModelViewMatrix
// with the ModelTransform to create the equivalent of the gl ModelViewMatrix
void setModelTransform(const Transform& model);
void setViewTransform(const Transform& view);
void setProjectionTransform(const Mat4& proj);
@ -114,7 +114,7 @@ public:
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
// For now, instead of calling the raw glCall, use the equivalent call on the batch so the call is beeing recorded
// For now, instead of calling the raw gl Call, use the equivalent call on the batch so the call is beeing recorded
// THe implementation of these functions is in GLBackend.cpp
void _glEnable(GLenum cap);

View file

@ -148,7 +148,7 @@ public:
//
// As of now (03/2015), the call to makeProgram is in fact calling gpu::Context::makeProgram and does rely
// on the underneath gpu::Context::Backend available. Since we only support glsl, this means that it relies
// on a glContext and the driver to compile the glsl shader.
// on a gl Context and the driver to compile the glsl shader.
// Hoppefully in a few years the shader compilation will be completely abstracted in a separate shader compiler library
// independant of the graphics api in use underneath (looking at you opengl & vulkan).
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());

View file

@ -504,9 +504,6 @@ glm::vec2 Font::drawString(float x, float y, const QString & str,
_vao->release();
_texture->release(); // TODO: Brad & Sam, let's discuss this. Without this non-textured quads get their colors borked.
_program->release();
// FIXME, needed?
// glDisable(GL_TEXTURE_2D);
return advance;
}

View file

@ -110,9 +110,6 @@ const gpu::TexturePointer& TextureCache::getPermutationNormalTexture() {
_permutationNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB), 256, 2));
_permutationNormalTexture->assignStoredMip(0, _blueTexture->getTexelFormat(), sizeof(data), data);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
return _permutationNormalTexture;
}
@ -122,13 +119,6 @@ const unsigned char OPAQUE_GRAY[] = { 0x80, 0x80, 0x80, 0xFF };
const unsigned char OPAQUE_BLUE[] = { 0x80, 0x80, 0xFF, 0xFF };
const unsigned char OPAQUE_BLACK[] = { 0x00, 0x00, 0x00, 0xFF };
/*
static void loadSingleColorTexture(const unsigned char* color) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
*/
const gpu::TexturePointer& TextureCache::getWhiteTexture() {
if (!_whiteTexture) {
_whiteTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), 1, 1));

View file

@ -87,20 +87,20 @@ public:
const Vec3& getTranslation() const;
void setTranslation(const Vec3& translation); // [new this] = [translation] * [this.rotation] * [this.scale]
void preTranslate(const Vec3& translation); // [new this] = [translation] * [this]
void postTranslate(const Vec3& translation); // [new this] = [this] * [translation] equivalent to glTranslate
void postTranslate(const Vec3& translation); // [new this] = [this] * [translation] equivalent to gl Translate
const Quat& getRotation() const;
void setRotation(const Quat& rotation); // [new this] = [this.translation] * [rotation] * [this.scale]
void preRotate(const Quat& rotation); // [new this] = [rotation] * [this]
void postRotate(const Quat& rotation); // [new this] = [this] * [rotation] equivalent to glRotate
void postRotate(const Quat& rotation); // [new this] = [this] * [rotation] equivalent to gl Rotate
const Vec3& getScale() const;
void setScale(float scale);
void setScale(const Vec3& scale); // [new this] = [this.translation] * [this.rotation] * [scale]
void preScale(float scale);
void preScale(const Vec3& scale);
void postScale(float scale); // [new this] = [this] * [scale] equivalent to glScale
void postScale(const Vec3& scale); // [new this] = [this] * [scale] equivalent to glScale
void postScale(float scale); // [new this] = [this] * [scale] equivalent to gl Scale
void postScale(const Vec3& scale); // [new this] = [this] * [scale] equivalent to gl Scale
bool isIdentity() const { return (_flags & ~Flags(FLAG_CACHE_INVALID_BITSET)).none(); }
bool isTranslating() const { return _flags[FLAG_TRANSLATION]; }