Remove unused postRender method for scene graph nodes and renderables

This commit is contained in:
Emil Axelsson
2016-12-14 14:14:53 +01:00
parent dbb599a5fa
commit ad3921fda5
12 changed files with 9 additions and 66 deletions
-4
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@@ -50,7 +50,6 @@ namespace {
const std::string _loggerCat = "ABufferRenderer";
const std::string BoundsFragmentShaderPath = "${SHADERS}/abuffer/boundsabuffer.frag";
const std::string RenderFragmentShaderPath = "${SHADERS}/abuffer/renderabuffer.frag";
const std::string PostRenderFragmentShaderPath = "${SHADERS}/abuffer/postrenderabuffer.frag";
const int MaxRaycasters = 32;
const int MaxLayers = 32;
const int MaxAverageLayers = 8;
@@ -322,8 +321,6 @@ void ABufferRenderer::render(float blackoutFactor, bool doPerformanceMeasurement
_resolveProgram->deactivate();
_scene->postRender(data);
_mainColorTextureUnit = nullptr;
_mainDepthTextureUnit = nullptr;
}
@@ -562,7 +559,6 @@ void ABufferRenderer::updateRendererData() {
ghoul::Dictionary dict;
dict.setValue("fragmentRendererPath", std::string(RenderFragmentShaderPath));
dict.setValue("postFragmentRendererPath", std::string(PostRenderFragmentShaderPath));
dict.setValue("maxLayers", MaxLayers);
dict.setValue("maxTotalFragments", MaxLayers * _resolution.x * _resolution.y);
-2
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@@ -47,7 +47,6 @@ namespace {
const std::string ExitFragmentShaderPath = "${SHADERS}/framebuffer/exitframebuffer.frag";
const std::string RaycastFragmentShaderPath = "${SHADERS}/framebuffer/raycastframebuffer.frag";
const std::string RenderFragmentShaderPath = "${SHADERS}/framebuffer/renderframebuffer.frag";
const std::string PostRenderFragmentShaderPath = "${SHADERS}/framebuffer/postrenderframebuffer.frag";
}
namespace openspace {
@@ -467,7 +466,6 @@ void FramebufferRenderer::setNAaSamples(int nAaSamples) {
void FramebufferRenderer::updateRendererData() {
ghoul::Dictionary dict;
dict.setValue("fragmentRendererPath", std::string(RenderFragmentShaderPath));
dict.setValue("postFragmentRendererPath", std::string(PostRenderFragmentShaderPath));
_rendererData = dict;
-2
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@@ -134,8 +134,6 @@ void Renderable::render(const RenderData& data, RendererTasks&) {
void Renderable::render(const RenderData& data) {}
void Renderable::postRender(const RenderData& data) {}
void Renderable::setPscUniforms(
ghoul::opengl::ProgramObject& program,
const Camera& camera,
+4 -19
View File
@@ -99,7 +99,6 @@ namespace {
std::chrono::seconds ScreenLogTimeToLive(15);
const std::string DefaultRenderingMethod = "ABuffer";
const std::string RenderFsPath = "${SHADERS}/render.frag";
const std::string PostRenderFsPath = "${SHADERS}/postrender.frag";
}
@@ -592,8 +591,7 @@ std::unique_ptr<ghoul::opengl::ProgramObject> RenderEngine::buildRenderProgram(
std::string name,
std::string vsPath,
std::string fsPath,
const ghoul::Dictionary& data,
RenderEngine::RenderProgramType type) {
const ghoul::Dictionary& data) {
ghoul::Dictionary dict = data;
@@ -604,16 +602,10 @@ std::unique_ptr<ghoul::opengl::ProgramObject> RenderEngine::buildRenderProgram(
// instead of a void main() setting glFragColor, glFragDepth, etc.
dict.setValue("fragmentPath", fsPath);
if (type == RenderEngine::RenderProgramType::Post) {
dict.setValue("resolveData", _resolveData);
}
std::string path = (type == RenderEngine::RenderProgramType::Post) ? PostRenderFsPath : RenderFsPath;
std::unique_ptr<ghoul::opengl::ProgramObject> program = ghoul::opengl::ProgramObject::Build(
name,
vsPath,
path,
RenderFsPath,
dict);
if (program) {
@@ -630,27 +622,20 @@ std::unique_ptr<ghoul::opengl::ProgramObject> RenderEngine::buildRenderProgram(
std::string vsPath,
std::string fsPath,
std::string csPath,
const ghoul::Dictionary& data,
RenderEngine::RenderProgramType type) {
const ghoul::Dictionary& data) {
ghoul::Dictionary dict = data;
dict.setValue("rendererData", _rendererData);
if (type == RenderEngine::RenderProgramType::Post) {
dict.setValue("resolveData", _resolveData);
}
// parameterize the main fragment shader program with specific contents.
// fsPath should point to a shader file defining a Fragment getFragment() function
// instead of a void main() setting glFragColor, glFragDepth, etc.
dict.setValue("fragmentPath", fsPath);
std::string path = (type == RenderEngine::RenderProgramType::Post) ? PostRenderFsPath : RenderFsPath;
std::unique_ptr<ghoul::opengl::ProgramObject> program = ghoul::opengl::ProgramObject::Build(
name,
vsPath,
path,
RenderFsPath,
csPath,
dict);