refactor: complete OpenGL→Vulkan migration (Phase 7)
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Remove all OpenGL/GLEW code and dependencies. The Vulkan renderer has
been the sole active backend for months; these files were dead code.

Deleted (8 files, 641 lines):
- rendering/mesh.cpp+hpp: OpenGL VAO/VBO/EBO wrapper (never instantiated)
- rendering/shader.cpp+hpp: OpenGL GLSL compiler (replaced by VkShaderModule)
- rendering/scene.cpp+hpp: Scene graph holding Mesh objects (created but
  never populated — all rendering uses Vulkan sub-renderers directly)
- rendering/video_player.cpp+hpp: FFmpeg+GL texture uploader (never
  included by any other file — login video feature can be re-implemented
  with VkTexture when needed)

Cleaned up:
- renderer.hpp: remove Scene forward-decl, getScene() accessor, scene member
- renderer.cpp: remove scene.hpp/shader.hpp includes, Scene create/destroy
- application.cpp: remove stale "GL/glew.h removed" comment
- CMakeLists.txt: remove find_package(OpenGL/GLEW), source/header entries,
  and target_link_libraries for OpenGL::GL and GLEW::GLEW
- PKGBUILD: remove glew dependency
- BUILD_INSTRUCTIONS.md: remove glew from all platform install commands
This commit is contained in:
Kelsi 2026-03-30 19:22:36 -07:00
parent 4b379f6fe9
commit 7cfaf2c7e9
14 changed files with 4 additions and 680 deletions

View file

@ -1,33 +0,0 @@
#pragma once
#include <vector>
#include <GL/glew.h>
#include <glm/glm.hpp>
namespace wowee {
namespace rendering {
struct Vertex {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
};
class Mesh {
public:
Mesh() = default;
~Mesh();
void create(const std::vector<Vertex>& vertices, const std::vector<uint32_t>& indices);
void destroy();
void draw() const;
private:
GLuint VAO = 0;
GLuint VBO = 0;
GLuint EBO = 0;
size_t indexCount = 0;
};
} // namespace rendering
} // namespace wowee

View file

@ -30,7 +30,6 @@ namespace rendering {
class Camera;
class CameraController;
class Scene;
class TerrainRenderer;
class TerrainManager;
class PerformanceHUD;
@ -54,7 +53,6 @@ class Minimap;
class WorldMap;
class QuestMarkerRenderer;
class CharacterPreview;
class Shader;
class AmdFsr3Runtime;
class Renderer {
@ -119,7 +117,6 @@ public:
Camera* getCamera() { return camera.get(); }
CameraController* getCameraController() { return cameraController.get(); }
Scene* getScene() { return scene.get(); }
TerrainRenderer* getTerrainRenderer() const { return terrainRenderer.get(); }
TerrainManager* getTerrainManager() const { return terrainManager.get(); }
PerformanceHUD* getPerformanceHUD() { return performanceHUD.get(); }
@ -219,7 +216,6 @@ private:
core::Window* window = nullptr;
std::unique_ptr<Camera> camera;
std::unique_ptr<CameraController> cameraController;
std::unique_ptr<Scene> scene;
std::unique_ptr<TerrainRenderer> terrainRenderer;
std::unique_ptr<TerrainManager> terrainManager;
std::unique_ptr<PerformanceHUD> performanceHUD;

View file

@ -1,27 +0,0 @@
#pragma once
#include <vector>
#include <memory>
namespace wowee {
namespace rendering {
class Mesh;
class Scene {
public:
Scene() = default;
~Scene() = default;
void addMesh(std::shared_ptr<Mesh> mesh);
void removeMesh(const std::shared_ptr<Mesh>& mesh);
void clear();
const std::vector<std::shared_ptr<Mesh>>& getMeshes() const { return meshes; }
private:
std::vector<std::shared_ptr<Mesh>> meshes;
};
} // namespace rendering
} // namespace wowee

View file

@ -1,51 +0,0 @@
#pragma once
#include <string>
#include <unordered_map>
#include <GL/glew.h>
#include <glm/glm.hpp>
namespace wowee {
namespace rendering {
class Shader {
public:
Shader() = default;
~Shader();
[[nodiscard]] bool loadFromFile(const std::string& vertexPath, const std::string& fragmentPath);
[[nodiscard]] bool loadFromSource(const std::string& vertexSource, const std::string& fragmentSource);
void use() const;
void unuse() const;
void setUniform(const std::string& name, int value);
void setUniform(const std::string& name, float value);
void setUniform(const std::string& name, const glm::vec2& value);
void setUniform(const std::string& name, const glm::vec3& value);
void setUniform(const std::string& name, const glm::vec4& value);
void setUniform(const std::string& name, const glm::mat3& value);
void setUniform(const std::string& name, const glm::mat4& value);
void setUniformMatrixArray(const std::string& name, const glm::mat4* matrices, int count);
GLuint getProgram() const { return program; }
// Adopt an externally-created program (no ownership of individual shaders)
void setProgram(GLuint prog) { program = prog; }
// Release ownership without deleting (caller retains the GL program)
void releaseProgram() { program = 0; vertexShader = 0; fragmentShader = 0; }
private:
bool compile(const std::string& vertexSource, const std::string& fragmentSource);
GLint getUniformLocation(const std::string& name) const;
GLuint program = 0;
GLuint vertexShader = 0;
GLuint fragmentShader = 0;
// Cache uniform locations to avoid expensive glGetUniformLocation calls
mutable std::unordered_map<std::string, GLint> uniformLocationCache;
};
} // namespace rendering
} // namespace wowee

View file

@ -1,51 +0,0 @@
#pragma once
#include <string>
#include <cstdint>
#include <vector>
typedef unsigned int GLuint;
namespace wowee {
namespace rendering {
class VideoPlayer {
public:
VideoPlayer();
~VideoPlayer();
bool open(const std::string& path);
void update(float deltaTime);
void close();
bool isReady() const { return textureReady; }
GLuint getTextureId() const { return textureId; }
int getWidth() const { return width; }
int getHeight() const { return height; }
private:
bool decodeNextFrame();
void uploadFrame();
void* formatCtx = nullptr;
void* codecCtx = nullptr;
void* frame = nullptr;
void* rgbFrame = nullptr;
void* packet = nullptr;
void* swsCtx = nullptr;
int videoStreamIndex = -1;
int width = 0;
int height = 0;
double frameTime = 1.0 / 30.0;
double accumulator = 0.0;
bool eof = false;
GLuint textureId = 0;
bool textureReady = false;
std::string sourcePath;
std::vector<uint8_t> rgbBuffer;
};
} // namespace rendering
} // namespace wowee