Kaydet (Commit) 64b5ba4b authored tarafından Markus Mohrhard's avatar Markus Mohrhard Kaydeden (comit) Markus Mohrhard

remove unused method and shader

Change-Id: Ic4aafe0aa596f97ea4220e6fc063a61fa13b877d
üst 3fbaec05
......@@ -202,7 +202,6 @@ private:
int GenerateRoundCornerBar(std::vector<glm::vec3> &vertices, std::vector<glm::vec3> &normals, float fRadius, int iSubDivY,
int iSubDivZ, float width, float height, float depth);
void CreateSceneBoxView();
void RenderTexture(GLuint TexID);
void ReleaseShapes();
void ReleasePolygonShapes();
......@@ -241,12 +240,6 @@ private:
GLint m_2DColorID;
GLint m_MatrixID;
// RenderProID
GLint m_RenderProID;
GLint m_RenderTexID;
GLint m_RenderVertexID;
GLint m_RenderTexCoordID;
ShaderResources();
~ShaderResources();
......
......@@ -128,17 +128,12 @@ OpenGL3DRenderer::ShaderResources::ShaderResources()
, m_2DVertexID(0)
, m_2DColorID(0)
, m_MatrixID(0)
, m_RenderProID(0)
, m_RenderTexID(0)
, m_RenderVertexID(0)
, m_RenderTexCoordID(0)
{
}
OpenGL3DRenderer::ShaderResources::~ShaderResources()
{
glDeleteProgram(m_CommonProID);
glDeleteProgram(m_RenderProID);
glDeleteProgram(m_TextProID);
glDeleteProgram(m_ScreenTextProID);
glDeleteProgram(m_3DProID);
......@@ -170,10 +165,6 @@ void OpenGL3DRenderer::ShaderResources::LoadShaders()
m_2DVertexID = glGetAttribLocation(m_CommonProID, "vPosition");
m_2DColorID = glGetUniformLocation(m_CommonProID, "vColor");
m_RenderProID = OpenGLHelper::LoadShaders("renderTextureVertexShader", "renderTextureFragmentShader");
m_RenderVertexID = glGetAttribLocation(m_RenderProID, "vPosition");
m_RenderTexCoordID = glGetAttribLocation(m_RenderProID, "texCoord");
m_RenderTexID = glGetUniformLocation(m_RenderProID, "RenderTex");
CHECK_GL_ERROR();
}
......@@ -205,41 +196,6 @@ void OpenGL3DRenderer::SetCameraInfo(glm::vec3 pos, glm::vec3 direction, glm::ve
m_CameraInfo.cameraUp = up;
}
void OpenGL3DRenderer::RenderTexture(GLuint TexID)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(maResources.m_RenderProID);
glEnableVertexAttribArray(maResources.m_RenderVertexID);
glBindBuffer(GL_ARRAY_BUFFER, m_RenderVertexBuf);
glVertexAttribPointer(
maResources.m_RenderVertexID, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(maResources.m_RenderTexCoordID);
glBindBuffer(GL_ARRAY_BUFFER, m_RenderTexCoordBuf);
glVertexAttribPointer(
maResources.m_RenderTexCoordID, // attribute.
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glBindTexture(GL_TEXTURE_2D, TexID);
glUniform1i(maResources.m_RenderTexID, 0);
glDrawArrays(GL_QUADS, 0, 4);
glDisableVertexAttribArray(maResources.m_RenderTexCoordID);
glDisableVertexAttribArray(maResources.m_RenderVertexID);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
}
void OpenGL3DRenderer::init()
{
glEnable(GL_TEXTURE_2D);
......
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