Delete some unused code
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e7cd381587
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@ -139,7 +139,6 @@ if(BUILD_CLIENT)
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src/game/renderer/ortho_camera.cpp
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src/game/renderer/surface.cpp
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src/game/renderer/texture.cpp
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src/game/renderer/vertex_array.cpp
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src/game/screens/game_session_screen.cpp
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src/game/screens/main_menu_screen.cpp
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src/game/window/keyboard.cpp
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@ -1,46 +0,0 @@
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/*
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PolyGun
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Copyright (c) 2023 kacperks https://kacperks.cubesoftware.xyz
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef POLYGUN_RENDERER_VERTEX_HPP
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#define POLYGUN_RENDERER_VERTEX_HPP
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#include <glm/glm.hpp>
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namespace polygun::renderer {
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struct Vertex {
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Vertex() = default;
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Vertex(float x, float y, float z) : m_position(glm::vec3(x, y, z)) {}
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Vertex(glm::vec3 position) : m_position(position), m_normal(0), m_tex_coords(0) {}
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Vertex(glm::vec3 position, glm::vec3 normal) : m_position(position), m_normal(normal), m_tex_coords(0) {}
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Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 tex_coord) : m_position(position), m_normal(normal), m_tex_coords(tex_coord) {}
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// position
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glm::vec3 m_position = glm::vec3(0.0f);
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// normal
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glm::vec3 m_normal = glm::vec3(0.0f);
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// coords
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glm::vec2 m_tex_coords = glm::vec2(0.0f);
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};
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}
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#endif // POLYGUN_RENDERER_VERTEX_HPP
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@ -1,23 +0,0 @@
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/*
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PolyGun
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Copyright (c) 2023 kacperks https://kacperks.cubesoftware.xyz
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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@ -1,101 +0,0 @@
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/*
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PolyGun
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Copyright (c) 2023 kacperks https://kacperks.cubesoftware.xyz
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef POLYGUN_RENDERER_VERTEX_ARRAY_HPP
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#define POLYGUN_RENDERER_VERTEX_ARRAY_HPP
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#include "../core.hpp"
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#include "vertex.hpp"
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namespace polygun::renderer {
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class VertexArray {
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public:
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VertexArray(): m_vao(0), m_ebo(0), m_vbo(0), m_num_of_indices(0),
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m_num_of_vertices(0) {}
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VertexArray(Vertex* vertices, GLsizei v_size, GLuint* indices = nullptr, GLsizei i_size = 0):
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m_num_of_indices(i_size), m_num_of_vertices(v_size) {
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glGenVertexArrays(1, &m_vao);
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glGenBuffers(1, &m_vbo);
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glGenBuffers(1, &m_ebo);
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glBindVertexArray(m_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_num_of_vertices * sizeof(Vertex), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_num_of_indices * sizeof(GLuint), indices, GL_STATIC_DRAW);
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// Positions
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
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// Normals
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, m_normal));
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// Texcoords
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, m_tex_coords));
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glBindVertexArray(0);
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m_num_of_vertices /= sizeof(Vertex);
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}
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~VertexArray() {
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glDeleteVertexArrays(1, &m_vao);
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glDeleteBuffers(1, &m_vbo);
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glDeleteBuffers(1, &m_ebo);
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}
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void push_attrib(GLuint index, GLint size, GLsizei stride, GLvoid* ptr) {
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glEnableVertexAttribArray(index);
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glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, size, ptr);
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}
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void bind() {
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glBindVertexArray(m_vao);
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}
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void unbind() {
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glBindVertexArray(0);
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}
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void draw_elements(GLenum mode = GL_TRIANGLE_STRIP) {
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glBindVertexArray(m_vao);
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glDrawElements(mode, m_num_of_indices, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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void draw_arrays(GLenum mode = GL_TRIANGLES) {
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glBindVertexArray(m_vao);
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glDrawArrays(mode, 0, m_num_of_vertices);
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glBindVertexArray(0);
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}
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private:
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GLuint m_vao, m_vbo, m_ebo;
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GLsizei m_num_of_indices, m_num_of_vertices;
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};
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}
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#endif // POLYGUN_RENDERER_VERTEX_ARRAY_HPP
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