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Commit bcf3428d authored by Joseph Walton-Rivers's avatar Joseph Walton-Rivers
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remove unused render header

parent 2031253a
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......@@ -123,25 +123,6 @@ namespace fggl::gfx {
using data::Mesh2D;
using data::Vertex2D;
GlRenderToken setupVertex2D() {
GlRenderToken token{};
glGenVertexArrays(1, &token.vao);
glBindVertexArray(token.vao);
glGenBuffers(2, token.buffs);
glBindBuffer(GL_ARRAY_BUFFER, token.buffs[0]);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
reinterpret_cast<void *>(offsetof(Vertex2D, position)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
reinterpret_cast<void *>(offsetof(Vertex2D, colour)));
glBindVertexArray(0);
return token;
}
OpenGL4Backend::OpenGL4Backend(const Window &owner) : fggl::gfx::Graphics() {
// initialise GLEW, or fail
// FIXME this binds the graphics stack to GLFW :'(
......@@ -205,49 +186,6 @@ namespace fggl::gfx {
glViewport(0, 0, width, height);
}
template<typename T>
static GLuint createArrayBuffer(std::vector<T> &vertexData) {
GLuint buffId;
glGenBuffers(1, &buffId);
glBindBuffer(GL_ARRAY_BUFFER, buffId);
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(T),
vertexData.data(), GL_STATIC_DRAW);
return buffId;
}
static GLuint createIndexBuffer(std::vector<uint32_t> &indexData) {
GLuint buffId;
glGenBuffers(1, &buffId);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(uint32_t),
indexData.data(), GL_STATIC_DRAW);
return buffId;
}
GlRenderToken MeshRenderer::upload(fggl::data::Mesh &mesh) {
GlRenderToken token{};
glGenVertexArrays(1, &token.vao);
glBindVertexArray(token.vao);
token.buffs[0] = createArrayBuffer<fggl::data::Vertex>(mesh.vertexList());
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, 3, GL_FLOAT, GL_FALSE, sizeof(fggl::data::Vertex),
reinterpret_cast<void *>(offsetof(fggl::data::Vertex, posititon)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1, 3, GL_FLOAT, GL_FALSE, sizeof(fggl::data::Vertex),
reinterpret_cast<void *>(offsetof(fggl::data::Vertex, normal)));
token.buffs[1] = createIndexBuffer(mesh.indexList());
token.idxOffset = 0;
token.idxSize = mesh.indexCount();
token.restartVertex = mesh.restartVertex;
glBindVertexArray(0);
return token;
}
// TODO(webpigeon): this shouldn't be hard-coded
constexpr glm::vec3 DEFAULT_LIGHTPOS = glm::vec3(20.0F, 20.0F, 15.0F);
......
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