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Code cleanup
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b7cd1ea72a
commit
d3cdbc389a
2 changed files with 1 additions and 44 deletions
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@ -629,35 +629,11 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
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finalFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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//glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(finalFbo));
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////Render each eye into an fbo
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//for_each_eye(_ovrHmd, [&](ovrEyeType eye) {
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// _activeEye = eye;
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// // Update our camera to what the application camera is doing
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// _camera->setRotation(toGlm(eyeRenderPose[eye].Orientation));
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// _camera->setPosition(toGlm(eyeRenderPose[eye].Position));
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// configureCamera(*_camera);
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// glMatrixMode(GL_PROJECTION);
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// glLoadMatrixf(glm::value_ptr(_camera->getProjection()));
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// glMatrixMode(GL_MODELVIEW);
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// glLoadIdentity();
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// ovrRecti & vp = _eyeTextures[eye].Header.RenderViewport;
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// vp.Size.h = _recommendedTexSize.h * _offscreenRenderScale;
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// vp.Size.w = _recommendedTexSize.w * _offscreenRenderScale;
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// glViewport(vp.Pos.x, vp.Pos.y, vp.Size.w, vp.Size.h);
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//});
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//glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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// restore our normal viewport
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glViewport(0, 0, deviceSize.width(), deviceSize.height());
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@ -242,24 +242,6 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
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_framebufferObject->release();
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}
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// A quick and dirty solution for compositing the old overlay
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// texture with the new one
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//template <typename F>
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//void with_each_texture(GLuint firstPassTexture, GLuint secondPassTexture, F f) {
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// glEnable(GL_TEXTURE_2D);
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// glActiveTexture(GL_TEXTURE0);
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// if (firstPassTexture) {
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// glBindTexture(GL_TEXTURE_2D, firstPassTexture);
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// f();
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// }
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// //if (secondPassTexture) {
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// // glBindTexture(GL_TEXTURE_2D, secondPassTexture);
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// // f();
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// //}
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// glBindTexture(GL_TEXTURE_2D, 0);
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// glDisable(GL_TEXTURE_2D);
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//}
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gpu::PipelinePointer ApplicationOverlay::getDrawPipeline() {
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if (!_standardDrawPipeline) {
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(standardTransformPNTC_vert)));
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@ -977,7 +959,6 @@ void ApplicationOverlay::buildHemiVertices(
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vec3 pos;
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// Compute vertices positions and texture UV coordinate
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// Create and write to buffer
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//_hemiVertices->(sizeof(vec3) + sizeof(vec2) + sizeof(vec4)) * stacks * slices);
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for (int i = 0; i < stacks; i++) {
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float stacksRatio = (float)i / (float)(stacks - 1); // First stack is 0.0f, last stack is 1.0f
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// abs(theta) <= fov / 2.0f
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@ -1052,7 +1033,7 @@ void ApplicationOverlay::buildFramebufferObject() {
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auto canvasSize = qApp->getCanvasSize();
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QSize fboSize = QSize(canvasSize.x, canvasSize.y);
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if (_framebufferObject != NULL && fboSize == _framebufferObject->size()) {
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// Already build
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// Already built
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return;
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}
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