From bcf3428d3227536c9402a6f0d897dd54b6246b7f Mon Sep 17 00:00:00 2001 From: Joseph Walton-Rivers <joseph@walton-rivers.uk> Date: Thu, 21 Apr 2022 19:35:21 +0100 Subject: [PATCH] remove unused render header --- fggl/gfx/ogl/renderer.cpp | 62 --------------------------------------- 1 file changed, 62 deletions(-) diff --git a/fggl/gfx/ogl/renderer.cpp b/fggl/gfx/ogl/renderer.cpp index a889a96..ff9be3d 100644 --- a/fggl/gfx/ogl/renderer.cpp +++ b/fggl/gfx/ogl/renderer.cpp @@ -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); -- GitLab