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https://github.com/Kelsidavis/WoWee.git
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Remove dead legacy GL Texture class
texture.hpp / texture.cpp implemented an unfinished OpenGL texture loader (loadFromFile was a TODO stub) that had no callers — the project's texture loading is entirely handled by VkTexture (vk_texture.hpp/cpp) after the Vulkan migration. Remove both files and their CMakeLists entries.
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3 changed files with 0 additions and 109 deletions
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@ -506,7 +506,6 @@ set(WOWEE_SOURCES
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src/rendering/renderer.cpp
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src/rendering/amd_fsr3_runtime.cpp
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src/rendering/shader.cpp
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src/rendering/texture.cpp
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src/rendering/mesh.cpp
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src/rendering/camera.cpp
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src/rendering/camera_controller.cpp
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@ -620,7 +619,6 @@ set(WOWEE_HEADERS
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include/rendering/vk_render_target.hpp
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include/rendering/renderer.hpp
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include/rendering/shader.hpp
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include/rendering/texture.hpp
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include/rendering/mesh.hpp
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include/rendering/camera.hpp
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include/rendering/camera_controller.hpp
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@ -1,38 +0,0 @@
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#pragma once
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#include <string>
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#include <GL/glew.h>
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namespace wowee {
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namespace rendering {
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class Texture {
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public:
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Texture() = default;
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~Texture();
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bool loadFromFile(const std::string& path);
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bool loadFromMemory(const unsigned char* data, int width, int height, int channels);
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void bind(GLuint unit = 0) const;
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void unbind() const;
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GLuint getID() const { return textureID; }
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int getWidth() const { return width; }
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int getHeight() const { return height; }
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private:
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GLuint textureID = 0;
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int width = 0;
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int height = 0;
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};
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/**
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* Apply anisotropic filtering to the currently bound GL_TEXTURE_2D.
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* Queries the driver maximum once and caches it. No-op if the extension
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* is not available.
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*/
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void applyAnisotropicFiltering();
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} // namespace rendering
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} // namespace wowee
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@ -1,69 +0,0 @@
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#include "rendering/texture.hpp"
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#include "core/logger.hpp"
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// Stub implementation - would use stb_image or similar
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namespace wowee {
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namespace rendering {
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Texture::~Texture() {
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if (textureID) {
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glDeleteTextures(1, &textureID);
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}
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}
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bool Texture::loadFromFile(const std::string& path) {
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// TODO: Implement with stb_image or BLP loader
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LOG_WARNING("Texture loading not yet implemented: ", path);
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return false;
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}
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bool Texture::loadFromMemory(const unsigned char* data, int w, int h, int channels) {
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width = w;
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height = h;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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GLenum format = (channels == 4) ? GL_RGBA : GL_RGB;
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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applyAnisotropicFiltering();
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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void Texture::bind(GLuint unit) const {
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_2D, textureID);
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}
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void Texture::unbind() const {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void applyAnisotropicFiltering() {
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static float maxAniso = -1.0f;
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if (maxAniso < 0.0f) {
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if (GLEW_EXT_texture_filter_anisotropic) {
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
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if (maxAniso < 1.0f) maxAniso = 1.0f;
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} else {
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maxAniso = 0.0f; // Extension not available
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}
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}
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if (maxAniso > 0.0f) {
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float desired = 16.0f;
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float clamped = (desired < maxAniso) ? desired : maxAniso;
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, clamped);
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}
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}
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} // namespace rendering
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} // namespace wowee
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