remove junk
authorhgn <hgodden00@gmail.com>
Fri, 2 Dec 2022 02:07:55 +0000 (02:07 +0000)
committerhgn <hgodden00@gmail.com>
Fri, 2 Dec 2022 02:07:55 +0000 (02:07 +0000)
render.h

index 77bb56e1b570eeb7b4bddd0de12e6f82c5e21077..0bb4c3330bd42a878940e26feae5f9fb5213422a 100644 (file)
--- 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" );