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~ some cleanup of todos and dead code

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
Alexis Maiquez 5 лет назад
Родитель
Сommit
2432ec9a36

+ 0 - 1
src/WallpaperEngine/Assets/CDirectory.cpp

@@ -5,7 +5,6 @@ using namespace WallpaperEngine::Assets;
 CDirectory::CDirectory (std::string basepath) :
     m_basepath (std::move (basepath))
 {
-    // TODO: ENSURE THE BASEPATH ENDS WITH A LEADING /
 }
 
 CDirectory::~CDirectory ()

+ 0 - 17
src/WallpaperEngine/Render/Objects/CEffect.cpp

@@ -6,23 +6,6 @@ CEffect::CEffect (CImage* image, Core::Objects::CEffect* effect) :
     m_image (image),
     m_effect (effect)
 {
-    // TODO: REWRITE THIS
-    /*
-    irr::core::dimension2du size = irr::core::dimension2du (
-        this->m_image->getImage ()->getSize ().X,
-        this->m_image->getImage ()->getSize ().Y
-    );
-
-    this->m_outputTexture = this->m_context->getDevice ()->getVideoDriver ()->addRenderTargetTexture (
-        size,
-        (
-            "_rt_WALLENGINELINUX_OUTPUT_" +
-            std::to_string (image->getImage ()->getId ()) + "_" +
-            std::to_string (this->m_image->getEffects ().size ()) +
-            "_effect_output"
-        ).c_str ()
-    );
-*/
     this->generateFBOs ();
     this->generatePasses ();
 }

+ 0 - 91
src/WallpaperEngine/Render/Objects/CImage.cpp

@@ -163,99 +163,8 @@ void CImage::render ()
 
     // render the main material
     this->m_material->render (this->getScene()->getWallpaperFramebuffer(), inputTexture);
-/*
-    glBindFramebuffer (GL_FRAMEBUFFER, 0);
-    // set the viewport, for now use the scene width/height but we might want to use image's size TODO: INVESTIGATE THAT
-    glViewport (0, 0, projection->getWidth (), projection->getHeight ());
-    // bind the texture to the first slot
-    glActiveTexture (GL_TEXTURE0);
-    glBindTexture (GL_TEXTURE_2D, inputTexture);
-    // now render the last pass (to screen)
-    glBindBuffer (GL_ARRAY_BUFFER, *this->m_material->getImage ()->getVertexBuffer ());
-    glDrawArrays (GL_TRIANGLES, 0, 6);*/
 }
 
-/*
-void CImage::generateMaterial (irr::video::ITexture* resultTexture)
-{
-    this->m_irrlichtMaterial.setTexture (0, resultTexture);
-    this->m_irrlichtMaterial.MaterialType = irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-    this->m_irrlichtMaterial.setFlag (irr::video::EMF_LIGHTING, false);
-    this->m_irrlichtMaterial.setFlag (irr::video::EMF_BLEND_OPERATION, true);
-    this->m_irrlichtMaterial.Wireframe = false;
-    this->m_irrlichtMaterial.Lighting = false;
-
-    /// TODO: XXXHACK: This material is used to flip textures upside down based on the amount of passes
-    /// TODO: XXXHACK: This fixes an issue with opengl render that I had no better idea of how to solve
-    /// TODO: XXXHACK: For the love of god, If you have a better fix, please LET ME KNOW!
-    std::string vertex =
-            "#define mul(x, y) (y * x)\n"
-            "uniform mat4 g_ModelViewProjectionMatrix;\n"
-            "// Pass to fragment shader with the same name\n"
-            "varying vec2 v_texcoord;\n"
-            "void main(void)\n"
-            "{\n"
-            "    gl_Position = mul(vec4(gl_Vertex.xyz, 1.0), g_ModelViewProjectionMatrix);\n"
-            "    \n"
-            "    // The origin of the texture coordinates locates at bottom-left \n"
-            "    // corner rather than top-left corner as defined on screen quad.\n"
-            "    // Instead of using texture coordinates passed in by OpenGL, we\n"
-            "    // calculate TexCoords based on vertex position as follows.\n"
-            "    //\n"
-            "    // Vertex[0] (-1, -1) to (0, 0)\n"
-            "    // Vertex[1] (-1,  1) to (0, 1)\n"
-            "    // Vertex[2] ( 1,  1) to (1, 1)\n"
-            "    // Vertex[3] ( 1, -1) to (1, 0)\n"
-            "    // \n"
-            "    // Texture coordinate system in OpenGL operates differently from \n"
-            "    // DirectX 3D. It is not necessary to offset TexCoords to texel \n"
-            "    // center by adding 1.0 / TextureSize / 2.0\n"
-            "    \n"
-            "    v_texcoord = vec2(gl_MultiTexCoord0.x, gl_MultiTexCoord0.y);"
-            "}";
-
-    std::string fragment =
-            "// Texture sampler\n"
-            "uniform sampler2D TextureSampler;\n"
-            "\n"
-            "// TexCoords from vertex shader\n"
-            "varying vec2 v_texcoord;\n"
-            "\n"
-            "void main (void)\n"
-            "{\n"
-            "    gl_FragColor = texture2D(TextureSampler, v_texcoord);\n"
-            "}";
-
-    this->m_irrlichtMaterialInvert.setTexture (0, resultTexture);
-    this->m_irrlichtMaterialInvert.setFlag (irr::video::EMF_LIGHTING, false);
-    this->m_irrlichtMaterialInvert.setFlag (irr::video::EMF_BLEND_OPERATION, true);
-    this->m_irrlichtMaterialInvert.Wireframe = false;
-    this->m_irrlichtMaterialInvert.Lighting = false;
-    this->m_irrlichtMaterialInvert.MaterialType = (irr::video::E_MATERIAL_TYPE)
-    this->getScene ()->getContext ()->getDevice ()->getVideoDriver ()->getGPUProgrammingServices ()->addHighLevelShaderMaterial (
-        vertex.c_str (), "main", irr::video::EVST_VS_2_0,
-        fragment.c_str (), "main", irr::video::EPST_PS_2_0,
-        this, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT
-    );
-}
-
-void CImage::OnSetConstants (irr::video::IMaterialRendererServices *services, int32_t userData)
-{
-    irr::s32 g_Texture0 = 0;
-
-    irr::video::IVideoDriver* driver = services->getVideoDriver ();
-
-    irr::core::matrix4 worldViewProj;
-    worldViewProj = driver->getTransform (irr::video::ETS_PROJECTION);
-    worldViewProj *= driver->getTransform (irr::video::ETS_VIEW);
-    worldViewProj *= driver->getTransform (irr::video::ETS_WORLD);
-
-
-    services->setPixelShaderConstant ("TextureSampler", &g_Texture0, 1);
-    services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
-}
-*/
-
 const CTexture* CImage::getTexture () const
 {
     return this->m_texture;

+ 0 - 11
src/WallpaperEngine/Render/Objects/Effects/CMaterial.cpp

@@ -8,17 +8,6 @@ CMaterial::CMaterial (const Render::Objects::CImage* image, const Core::Objects:
     m_image (image),
     m_material (material)
 {
-    // TODO: REWRITE THIS
-    /*this->m_outputTexture = this->m_context->getDevice ()->getVideoDriver ()->addRenderTargetTexture (
-        this->m_inputTexture->getSize (),
-        (
-            "_rt_WALLENGINELINUX_OUTPUT_" +
-            std::to_string (this->m_image->getImage ()->getId ()) + "_" +
-            std::to_string (this->m_image->getEffects ().size ()) +
-            "_material_output"
-        ).c_str ()
-    );*/
-
     this->generatePasses ();
 }
 

+ 0 - 1
src/WallpaperEngine/Render/Objects/Effects/CPass.cpp

@@ -495,7 +495,6 @@ void CPass::setupShaderVariables ()
             CShaderVariable* var = vertexVar == nullptr ? pixelVar : vertexVar;
 
             // ensure the shader's and the constant are of the same type
-            // TODO: CHECK THIS, THERE'S SOME BACKGROUNDS WHERE THIS HAPPENS :/
             if ((*cur).second->getType () != var->getType ())
             {
                 // there's situations where this type mismatch is actually expected

+ 0 - 1
src/WallpaperEngine/Render/Shaders/Compiler.cpp

@@ -596,7 +596,6 @@ namespace WallpaperEngine::Render::Shaders
 
             if (combo != data.end ())
             {
-                // TODO: CHECK WHAT TEXTURE THIS REFERS TO
                 // add the new combo to the list
                 this->m_combos.insert (std::make_pair<std::string, int> (*combo, 1));
                 // also ensure that the textureName is loaded and we know about it