remove some dead code we don't use

This commit is contained in:
ZappoMan 2015-01-19 18:15:47 -08:00
parent 2b2bd3cb47
commit 44b48bab5e
2 changed files with 2 additions and 229 deletions

View file

@ -38,95 +38,12 @@ GeometryCache::GeometryCache() :
}
GeometryCache::~GeometryCache() {
foreach (const VerticesIndices& vbo, _hemisphereVBOs) {
glDeleteBuffers(1, &vbo.first);
glDeleteBuffers(1, &vbo.second);
}
qDebug() << "GeometryCache::~GeometryCache()... ";
qDebug() << " _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size();
qDebug() << " _line3DVBOs.size():" << _line3DVBOs.size();
qDebug() << " BatchItemDetails... population:" << GeometryCache::BatchItemDetails::population;
}
void GeometryCache::renderHemisphere(int slices, int stacks) {
VerticesIndices& vbo = _hemisphereVBOs[IntPair(slices, stacks)];
int vertices = slices * (stacks - 1) + 1;
int indices = slices * 2 * 3 * (stacks - 2) + slices * 3;
if (vbo.first == 0) {
GLfloat* vertexData = new GLfloat[vertices * 3];
GLfloat* vertex = vertexData;
for (int i = 0; i < stacks - 1; i++) {
float phi = PI_OVER_TWO * (float)i / (float)(stacks - 1);
float z = sinf(phi), radius = cosf(phi);
for (int j = 0; j < slices; j++) {
float theta = TWO_PI * (float)j / (float)slices;
*(vertex++) = sinf(theta) * radius;
*(vertex++) = cosf(theta) * radius;
*(vertex++) = z;
}
}
*(vertex++) = 0.0f;
*(vertex++) = 0.0f;
*(vertex++) = 1.0f;
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
const int BYTES_PER_VERTEX = 3 * sizeof(GLfloat);
glBufferData(GL_ARRAY_BUFFER, vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < stacks - 2; i++) {
GLushort bottom = i * slices;
GLushort top = bottom + slices;
for (int j = 0; j < slices; j++) {
int next = (j + 1) % slices;
*(index++) = bottom + j;
*(index++) = top + next;
*(index++) = top + j;
*(index++) = bottom + j;
*(index++) = bottom + next;
*(index++) = top + next;
}
}
GLushort bottom = (stacks - 2) * slices;
GLushort top = bottom + slices;
for (int i = 0; i < slices; i++) {
*(index++) = bottom + i;
*(index++) = bottom + (i + 1) % slices;
*(index++) = top;
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
const int BYTES_PER_INDEX = sizeof(GLushort);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
delete[] indexData;
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, 0);
glNormalPointer(GL_FLOAT, 0, 0);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
const int NUM_VERTICES_PER_TRIANGLE = 3;
const int NUM_TRIANGLES_PER_QUAD = 2;
const int NUM_VERTICES_PER_TRIANGULATED_QUAD = NUM_VERTICES_PER_TRIANGLE * NUM_TRIANGLES_PER_QUAD;
@ -240,146 +157,8 @@ void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderSquare(int xDivisions, int yDivisions) {
VerticesIndices& vbo = _squareVBOs[IntPair(xDivisions, yDivisions)];
int xVertices = xDivisions + 1;
int yVertices = yDivisions + 1;
int vertices = xVertices * yVertices;
int indices = 2 * 3 * xDivisions * yDivisions;
if (vbo.first == 0) {
GLfloat* vertexData = new GLfloat[vertices * 3];
GLfloat* vertex = vertexData;
for (int i = 0; i <= yDivisions; i++) {
float y = (float)i / yDivisions;
for (int j = 0; j <= xDivisions; j++) {
*(vertex++) = (float)j / xDivisions;
*(vertex++) = y;
*(vertex++) = 0.0f;
}
}
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBufferData(GL_ARRAY_BUFFER, vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < yDivisions; i++) {
GLushort bottom = i * xVertices;
GLushort top = bottom + xVertices;
for (int j = 0; j < xDivisions; j++) {
int next = j + 1;
*(index++) = bottom + j;
*(index++) = top + next;
*(index++) = top + j;
*(index++) = bottom + j;
*(index++) = bottom + next;
*(index++) = top + next;
}
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
delete[] indexData;
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
}
glEnableClientState(GL_VERTEX_ARRAY);
// all vertices have the same normal
glNormal3f(0.0f, 0.0f, 1.0f);
glVertexPointer(3, GL_FLOAT, 0, 0);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderHalfCylinder(int slices, int stacks) {
VerticesIndices& vbo = _halfCylinderVBOs[IntPair(slices, stacks)];
int vertices = (slices + 1) * stacks;
int indices = 2 * 3 * slices * (stacks - 1);
if (vbo.first == 0) {
GLfloat* vertexData = new GLfloat[vertices * 2 * 3];
GLfloat* vertex = vertexData;
for (int i = 0; i <= (stacks - 1); i++) {
float y = (float)i / (stacks - 1);
for (int j = 0; j <= slices; j++) {
float theta = 3.0f * PI_OVER_TWO + PI * (float)j / (float)slices;
//normals
*(vertex++) = sinf(theta);
*(vertex++) = 0;
*(vertex++) = cosf(theta);
// vertices
*(vertex++) = sinf(theta);
*(vertex++) = y;
*(vertex++) = cosf(theta);
}
}
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBufferData(GL_ARRAY_BUFFER, 2 * vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < stacks - 1; i++) {
GLushort bottom = i * (slices + 1);
GLushort top = bottom + slices + 1;
for (int j = 0; j < slices; j++) {
int next = j + 1;
*(index++) = bottom + j;
*(index++) = top + next;
*(index++) = top + j;
*(index++) = bottom + j;
*(index++) = bottom + next;
*(index++) = top + next;
}
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
delete[] indexData;
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 6 * sizeof(float), 0);
glVertexPointer(3, GL_FLOAT, (6 * sizeof(float)), (const void *)(3 * sizeof(float)));
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderCone(float base, float height, int slices, int stacks) {
VerticesIndices& vbo = _halfCylinderVBOs[IntPair(slices, stacks)];
VerticesIndices& vbo = _coneVBOs[IntPair(slices, stacks)];
int vertices = (stacks + 2) * slices;
int baseTriangles = slices - 2;
int indices = NUM_VERTICES_PER_TRIANGULATED_QUAD * slices * stacks + NUM_VERTICES_PER_TRIANGLE * baseTriangles;
@ -479,7 +258,7 @@ void GeometryCache::renderCone(float base, float height, int slices, int stacks)
}
void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) {
qDebug() << "GeometryCache::renderGrid(xDivisions["<<xDivisions<<"], yDivisions["<<yDivisions<<"])";
//qDebug() << "GeometryCache::renderGrid(xDivisions["<<xDivisions<<"], yDivisions["<<yDivisions<<"])";
IntPair key(xDivisions, yDivisions);
Vec3Pair colorKey(glm::vec3(color.x, color.y, yDivisions),glm::vec3(color.z, color.y, xDivisions));

View file

@ -90,9 +90,6 @@ public:
int allocateID() { return _nextID++; }
static const int UNKNOWN_ID;
void renderHemisphere(int slices, int stacks);
void renderSquare(int xDivisions, int yDivisions);
void renderHalfCylinder(int slices, int stacks);
void renderCone(float base, float height, int slices, int stacks);
void renderSphere(float radius, int slices, int stacks, const glm::vec3& color, bool solid = true)
@ -205,10 +202,7 @@ private:
void clear();
};
QHash<IntPair, VerticesIndices> _hemisphereVBOs;
QHash<IntPair, VerticesIndices> _sphereVBOs;
QHash<IntPair, VerticesIndices> _squareVBOs;
QHash<IntPair, VerticesIndices> _halfCylinderVBOs;
QHash<IntPair, VerticesIndices> _coneVBOs;
QHash<float, VerticesIndices> _wireCubeVBOs;
QHash<float, VerticesIndices> _solidCubeVBOs;