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Revert "Merge commit 'refs/pull/336/head' of https://github.com/coelc…
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…kers/gzdoom"

This reverts commit a05c38f, reversing
changes made to 0fb1a06.
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madame-rachelle committed May 28, 2017
1 parent a05c38f commit 619281d
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Showing 14 changed files with 10 additions and 802 deletions.
1 change: 0 additions & 1 deletion .gitignore
Expand Up @@ -50,4 +50,3 @@
/llvm
/src/r_drawersasm.obj
/src/r_drawersasm.o
/build_cmake
2 changes: 0 additions & 2 deletions CMakeLists.txt
Expand Up @@ -300,8 +300,6 @@ endif()

set( LZMA_INCLUDE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/lzma/C" )

option( GZDOOM_USE_OPENVR "Support OpenVR API for virtual reality head mounted displays" OFF )

if( NOT CMAKE_CROSSCOMPILING )
if( NOT CROSS_EXPORTS )
set( CROSS_EXPORTS "" )
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25 changes: 0 additions & 25 deletions src/CMakeLists.txt
Expand Up @@ -473,29 +473,6 @@ if( NOT DYN_FLUIDSYNTH )
endif()
endif()

if (GZDOOM_USE_OPENVR)
find_path(OPENVR_SDK_PATH
NAMES
headers/openvr.h
PATHS
C:/Users/cmbruns/git/openvr
)
find_path(OPENVR_INCLUDE_DIRECTORY
NAMES
openvr.h
PATHS
${OPENVR_SDK_PATH}/headers
)
include_directories("${OPENVR_INCLUDE_DIRECTORY}")
find_library(OPENVR_LIBRARY
NAMES openvr_api
# TODO: Generalize for Mac and Linux and 64-bit Windows
PATHS "${OPENVR_SDK_PATH}/lib/win32/"
)
list(APPEND ZDOOM_LIBS ${OPENVR_LIBRARY})
add_definitions("-DUSE_OPENVR")
endif()

# Start defining source files for ZDoom
set( PLAT_WIN32_SOURCES
sound/mididevices/music_win_mididevice.cpp
Expand Down Expand Up @@ -828,7 +805,6 @@ set( FASTMATH_SOURCES
gl/scene/gl_vertex.cpp
gl/scene/gl_spritelight.cpp
gl/dynlights/gl_dynlight1.cpp
gl/dynlights/gl_dynlight1.cpp
gl/system/gl_load.c
gl/models/gl_models.cpp
)
Expand Down Expand Up @@ -1030,7 +1006,6 @@ set (PCH_SOURCES
gl/stereo3d/gl_stereo_leftright.cpp
gl/stereo3d/scoped_view_shifter.cpp
gl/stereo3d/gl_anaglyph.cpp
gl/stereo3d/gl_openvr.cpp
gl/stereo3d/gl_quadstereo.cpp
gl/stereo3d/gl_sidebyside3d.cpp
gl/stereo3d/gl_interleaved3d.cpp
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2 changes: 1 addition & 1 deletion src/gl/data/gl_matrix.h
Expand Up @@ -62,7 +62,7 @@ class VSMatrix {
void perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp);
void ortho(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp=-1.0f, FLOATTYPE farp=1.0f);
void frustum(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp, FLOATTYPE farp);
void copy(FLOATTYPE * pDest) const
void copy(FLOATTYPE * pDest)
{
memcpy(pDest, mMatrix, 16 * sizeof(FLOATTYPE));
}
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8 changes: 1 addition & 7 deletions src/gl/renderer/gl_renderbuffers.cpp
Expand Up @@ -458,8 +458,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)

while (mEyeFBs.Size() <= unsigned(eye))
{
// GL_RGBA16F, GL_RGBA16, GL_RGBA32F all do not work with OpenVR and HTC Vive
GLuint texture = Create2DTexture("EyeTexture", GL_RGBA12, mWidth, mHeight);
GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
mEyeTextures.Push(texture);
mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
}
Expand All @@ -486,7 +485,6 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
switch (format)
{
case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
case GL_RGBA12: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
Expand Down Expand Up @@ -742,10 +740,6 @@ void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]);
}

GLuint FGLRenderBuffers::GetEyeTextureGLHandle(int eye) const { // Needed for OpenVR API
return mEyeTextures[eye];
}

//==========================================================================
//
// Shadow map texture and frame buffers
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1 change: 0 additions & 1 deletion src/gl/renderer/gl_renderbuffers.h
Expand Up @@ -50,7 +50,6 @@ class FGLRenderBuffers
void BlitToEyeTexture(int eye);
void BindEyeTexture(int eye, int texunit);
void BindEyeFB(int eye, bool readBuffer = false);
GLuint GetEyeTextureGLHandle(int eye) const; // Needed for OpenVR API

void BindShadowMapFB();
void BindShadowMapTexture(int index);
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162 changes: 0 additions & 162 deletions src/gl/stereo3d/LSMatrix.h

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