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Cleanup.
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parent
efeaf21305
commit
d472fd66ff
4 changed files with 8 additions and 29 deletions
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@ -3626,7 +3626,6 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
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float fov = MIRROR_FIELD_OF_VIEW;
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// bool eyeRelativeCamera = false;
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_myAvatar->startRenderCam(); //FIXME
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if (billboard) {
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fov = BILLBOARD_FIELD_OF_VIEW; // degees
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_mirrorCamera.setPosition(_myAvatar->getPosition() +
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@ -3672,7 +3671,6 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
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viewport = gpu::Vec4i(0, 0, width, height);
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}
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renderArgs->_viewport = viewport;
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_myAvatar->endRenderCam(); //FIXME
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// render rear mirror view
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displaySide(renderArgs, _mirrorCamera, true, billboard);
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@ -316,7 +316,7 @@ void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::S
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}
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void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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startRenderAv(); //FIXME
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startRender();
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if (_referential) {
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_referential->update();
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}
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@ -391,7 +391,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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}
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if (frustum->sphereInFrustum(getPosition(), boundingRadius) == ViewFrustum::OUTSIDE) {
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endRenderAv(); //FIXME
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endRender();
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return;
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}
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@ -542,7 +542,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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if (!isMyAvatar() || cameraMode != CAMERA_MODE_FIRST_PERSON) {
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renderDisplayName(batch, *renderArgs->_viewFrustum, renderArgs->_viewport);
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}
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endRenderAv(); //FIXME
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endRender();
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}
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glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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@ -135,7 +135,6 @@ void AvatarData::startCapture() {
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void AvatarData::endCapture() {
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avatarLock.unlock();
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}
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void AvatarData::startUpdate() {
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avatarLock.lock();
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}
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@ -143,30 +142,14 @@ void AvatarData::endUpdate() {
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avatarLock.unlock();
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}
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void AvatarData::startRenderRun() {
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_nextPending = true; // FIXME remove here and in .h
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//startRender(); // when on: smooth when startRenderCam off; mini-mirror judder (only, both axes) when startRenderCam on
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// I'd like to get rid of this and just (un)lock at (end-)startRender.
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// But somehow that causes judder in rotations.
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avatarLock.lock();
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}
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void AvatarData::endRenderRun() {
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_nextPending = false; // FIXME remove here and in .h
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//endRender();
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avatarLock.unlock();
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}
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void AvatarData::startRenderAv() {
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startRender(); // when on: small rotate judder in all views when starRenderCam off; big rotate judder in all views (and mini-mirror forward judder) when startRenderCam on
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}
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void AvatarData::endRenderAv() {
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endRender();
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}
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void AvatarData::startRenderCam() {
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//startRender();
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}
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void AvatarData::endRenderCam() {
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//endRender();
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}
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void AvatarData::startRender() {
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//avatarLock.lock();
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_nextPending = true; // FIXME remove here and in .h
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glm::vec3 pos = getPosition();
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glm::quat rot = getOrientation();
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setPosition(_nextPosition, true);
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@ -176,12 +159,10 @@ void AvatarData::startRender() {
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_nextOrientation = rot;
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}
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void AvatarData::endRender() {
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_nextPending = false; // FIXME remove here and in .h
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setPosition(_nextPosition, true);
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setOrientation(_nextOrientation, true);
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updateAttitude();
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_nextAllowed = true;
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//avatarLock.unlock();
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}
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float AvatarData::getTargetScale() const {
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@ -204,8 +204,9 @@ public:
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void endCapture();
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void startUpdate(); // start/end of update iteration
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void endUpdate();
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void startRender(); // start/end of rendering
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void startRenderRun(); void endRenderRun(); void startRenderAv(); void endRenderAv(); void startRenderCam(); void endRenderCam();
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void startRender(); // start/end of rendering of this object
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void startRenderRun(); // start/end of entire scene.
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void endRenderRun();
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void endRender();
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virtual void updateAttitude() {} // Tell skeleton mesh about changes
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@ -371,7 +372,6 @@ protected:
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glm::vec3 _nextPosition {};
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glm::quat _nextOrientation {};
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bool _nextPending = false;
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bool _nextAllowed = true;
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// Body scale
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