diff options
-rw-r--r-- | src/main.cpp | 130 |
1 files changed, 0 insertions, 130 deletions
diff --git a/src/main.cpp b/src/main.cpp index f3fdb77..d872106 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -75,28 +75,7 @@ void ThreadSleep( unsigned long nMilliseconds ) usleep( nMilliseconds * 1000 ); } -class CGLRenderModel -{ -public: - CGLRenderModel( const std::string & sRenderModelName ); - ~CGLRenderModel(); - - bool BInit( const vr::RenderModel_t & vrModel, const vr::RenderModel_TextureMap_t & vrDiffuseTexture ); - void Cleanup(); - void Draw(); - const std::string & GetName() const { return m_sModelName; } - -private: - GLuint m_glVertBuffer; - GLuint m_glIndexBuffer; - GLuint m_glVertArray; - GLuint m_glTexture; - GLsizei m_unVertexCount; - std::string m_sModelName; -}; - static bool g_bPrintf = true; -static const float half_pi = 1.5707963267948f; //----------------------------------------------------------------------------- // Purpose: @@ -144,8 +123,6 @@ public: GLuint CompileGLShader( const char *pchShaderName, const char *pchVertexShader, const char *pchFragmentShader ); bool CreateAllShaders(); - CGLRenderModel *FindOrLoadRenderModel( const char *pchRenderModelName ); - private: bool m_bDebugOpenGL; bool m_bVerbose; @@ -2086,113 +2063,6 @@ glm::mat4 CMainApplication::ConvertSteamVRMatrixToMatrix4( const vr::HmdMatrix34 return matrixObj; } -//----------------------------------------------------------------------------- -// Purpose: Create/destroy GL Render Models -//----------------------------------------------------------------------------- -CGLRenderModel::CGLRenderModel( const std::string & sRenderModelName ) - : m_sModelName( sRenderModelName ) -{ - m_glIndexBuffer = 0; - m_glVertArray = 0; - m_glVertBuffer = 0; - m_glTexture = 0; -} - - -CGLRenderModel::~CGLRenderModel() -{ - Cleanup(); -} - - -//----------------------------------------------------------------------------- -// Purpose: Allocates and populates the GL resources for a render model -//----------------------------------------------------------------------------- -bool CGLRenderModel::BInit( const vr::RenderModel_t & vrModel, const vr::RenderModel_TextureMap_t & vrDiffuseTexture ) -{ - // create and bind a VAO to hold state for this model - glGenVertexArrays( 1, &m_glVertArray ); - glBindVertexArray( m_glVertArray ); - - // Populate a vertex buffer - glGenBuffers( 1, &m_glVertBuffer ); - glBindBuffer( GL_ARRAY_BUFFER, m_glVertBuffer ); - glBufferData( GL_ARRAY_BUFFER, sizeof( vr::RenderModel_Vertex_t ) * vrModel.unVertexCount, vrModel.rVertexData, GL_STATIC_DRAW ); - - // Identify the components in the vertex buffer - glEnableVertexAttribArray( 0 ); - glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, sizeof( vr::RenderModel_Vertex_t ), (void *)offsetof( vr::RenderModel_Vertex_t, vPosition ) ); - glEnableVertexAttribArray( 1 ); - glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, sizeof( vr::RenderModel_Vertex_t ), (void *)offsetof( vr::RenderModel_Vertex_t, vNormal ) ); - glEnableVertexAttribArray( 2 ); - glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE, sizeof( vr::RenderModel_Vertex_t ), (void *)offsetof( vr::RenderModel_Vertex_t, rfTextureCoord ) ); - - // Create and populate the index buffer - glGenBuffers( 1, &m_glIndexBuffer ); - glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_glIndexBuffer ); - glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( uint16_t ) * vrModel.unTriangleCount * 3, vrModel.rIndexData, GL_STATIC_DRAW ); - - glBindVertexArray( 0 ); - - // create and populate the texture - glGenTextures(1, &m_glTexture ); - glBindTexture( GL_TEXTURE_2D, m_glTexture ); - - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, vrDiffuseTexture.unWidth, vrDiffuseTexture.unHeight, - 0, GL_RGBA, GL_UNSIGNED_BYTE, vrDiffuseTexture.rubTextureMapData ); - - // If this renders black ask McJohn what's wrong. - glGenerateMipmap(GL_TEXTURE_2D); - - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); - - GLfloat fLargest; - glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest ); - - glBindTexture( GL_TEXTURE_2D, 0 ); - - m_unVertexCount = vrModel.unTriangleCount * 3; - - return true; -} - - -//----------------------------------------------------------------------------- -// Purpose: Frees the GL resources for a render model -//----------------------------------------------------------------------------- -void CGLRenderModel::Cleanup() -{ - if( m_glVertBuffer ) - { - glDeleteBuffers(1, &m_glIndexBuffer); - glDeleteVertexArrays( 1, &m_glVertArray ); - glDeleteBuffers(1, &m_glVertBuffer); - m_glIndexBuffer = 0; - m_glVertArray = 0; - m_glVertBuffer = 0; - } -} - - -//----------------------------------------------------------------------------- -// Purpose: Draws the render model -//----------------------------------------------------------------------------- -void CGLRenderModel::Draw() -{ - glBindVertexArray( m_glVertArray ); - - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, m_glTexture ); - - glDrawElements( GL_TRIANGLES, m_unVertexCount, GL_UNSIGNED_SHORT, 0 ); - - glBindVertexArray( 0 ); -} - CMainApplication *pMainApplication; void reset_position(int signum) |