From c88172d6968a02a4e643b74cc419c0ac8168d92a Mon Sep 17 00:00:00 2001 From: hgn Date: Fri, 2 Dec 2022 02:07:55 +0000 Subject: [PATCH] remove junk --- render.h | 166 ------------------------------------------------------- 1 file changed, 166 deletions(-) diff --git a/render.h b/render.h index 77bb56e..0bb4c33 100644 --- a/render.h +++ b/render.h @@ -588,172 +588,6 @@ VG_STATIC void render_fb_resize(void) } } -#if 0 -VG_STATIC void fb_use( struct framebuffer *fb ) -{ - if( !fb ) - { - glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); - glViewport( 0, 0, vg.window_x, vg.window_y ); - } - else - { - glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); - glViewport( 0, 0, vg.window_x / fb->div, vg.window_y / fb->div ); - } -} - -VG_STATIC void fb_init( struct framebuffer *fb ) -{ - i32 ix = vg.window_x / fb->div, - iy = vg.window_y / fb->div; - - glGenFramebuffers( 1, &fb->fb ); - glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); - - glGenTextures( 1, &fb->colour ); - glBindTexture( GL_TEXTURE_2D, fb->colour ); - glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, - 0, fb->format, GL_UNSIGNED_BYTE, NULL); - - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, fb->colour, 0); - - glGenRenderbuffers( 1, &fb->rb ); - glBindRenderbuffer( GL_RENDERBUFFER, fb->rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy ); - - glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, fb->rb ); - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - - VG_CHECK_GL_ERR(); - fb->allocated = 1; -} - -VG_STATIC void _fb_glTexImage2D( GLsizei x, GLsizei y, GLint internalformat, - GLenum format, GLenum type, const void *data ) -{ - glTexImage2D( GL_TEXTURE_2D, 0, internalformat, x,y, 0, - format, type, data ); - - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); -} - -#define fb_tex2d( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ) \ - _fb_glTexImage2D( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ); \ - vg_info( "texture( %dx%d, internal: %s, format: %s, type: %s )\n", \ - X,Y, #INTERNAL_FORMAT, #FORMAT, #TYPE ); - -VG_STATIC void fb_free( struct framebuffer *fb ) -{ - glDeleteTextures( 1, &fb->colour ); - glDeleteFramebuffers( 1, &fb->fb ); -} - -VG_STATIC void fb_bindtex( struct framebuffer *fb, int texture ) -{ - glActiveTexture( GL_TEXTURE0 + texture ); - glBindTexture( GL_TEXTURE_2D, fb->colour ); -} - -VG_STATIC void fb_resize( struct framebuffer *fb ) -{ - if( !fb->allocated ) - return; - - i32 ix = vg.window_x / fb->div, - iy = vg.window_y / fb->div; - - glBindTexture( GL_TEXTURE_2D, fb->colour ); - glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, 0, - fb->format, GL_UNSIGNED_BYTE, NULL ); - - glBindRenderbuffer( GL_RENDERBUFFER, fb->rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy ); -} -#endif - -#if 0 -VG_STATIC void render_init_temp_buffer(void) -{ - vg_info( "[render] Allocate framebuffer\n" ); - - glGenFramebuffers( 1, &gpipeline.fb_background ); - glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); - - glGenTextures( 1, &gpipeline.rgb_background ); - glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); - fb_tex2d( vg.window_x, vg.window_y, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, NULL ); - glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, - gpipeline.rgb_background, 0 ); - - glGenTextures( 1, &gpipeline.mv_background ); - glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background ); -#if 0 - glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, vg.window_x, vg.window_y, - 0, GL_RG, GL_FLOAT, NULL); -#endif - glTexImage2D( GL_TEXTURE_2D, 0, GL_RG16F, vg.window_x, vg.window_y, - 0, GL_RG, GL_FLOAT, NULL); - - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, - GL_TEXTURE_2D, - gpipeline.mv_background, 0 ); - - /* render buffer */ - glGenRenderbuffers( 1, &gpipeline.rb_background ); - glBindRenderbuffer( GL_RENDERBUFFER, gpipeline.rb_background ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, - vg.window_x, vg.window_y ); - glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, gpipeline.rb_background ); - - GLuint attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; - glDrawBuffers( 2, attachments ); - - render_check_framebuffer_complete(); - - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - VG_CHECK_GL_ERR(); -} - -/* used for drawing world depth from the top view, used in our water and - * lighting calculations */ -VG_STATIC void render_init_depthmap_buffer(void) -{ - vg_info( "[render] Allocate depth map buffer\n" ); - - glGenFramebuffers( 1, &gpipeline.fb_depthmap ); - glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap ); - - glGenTextures( 1, &gpipeline.rgb_depthmap ); - glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, 1024, 1024, 0, - GL_RED, GL_FLOAT, NULL ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - vg_tex2d_clamp(); - - glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, - gpipeline.rgb_depthmap, 0); - - render_check_framebuffer_complete(); - VG_CHECK_GL_ERR(); -} -#endif - VG_STATIC void render_init_fs_quad(void) { vg_info( "[render] Allocate quad\n" ); -- 2.25.1