Both of these were unused.
---
 tests/glean/geomutil.cpp | 156 -----------------------------------------------
 tests/glean/geomutil.h   |  20 ------
 2 files changed, 176 deletions(-)

diff --git a/tests/glean/geomutil.cpp b/tests/glean/geomutil.cpp
index 01645f7..1852332 100644
--- a/tests/glean/geomutil.cpp
+++ b/tests/glean/geomutil.cpp
@@ -80,162 +80,6 @@ RandomMesh2D::~RandomMesh2D() {
 } // RandomMesh2D::~RandomMesh2D
 
 
-
-///////////////////////////////////////////////////////////////////////////////
-// SpiralStrip2D: Generate (x,y) vertices for a triangle strip of arbitrary
-//     length.  The triangles are of approximately equal size, and arranged
-//     in a spiral so that a reasonably large number of triangles can be
-//     packed into a small screen area.
-///////////////////////////////////////////////////////////////////////////////
-SpiralStrip2D::SpiralStrip2D(int nPoints, float minX, float maxX,
-    float minY, float maxY) {
-
-       // Most of the complexity of this code results from attempting
-       // to keep the triangles approximately equal in area.
-       //
-       // Conceptually, we construct concentric rings whose inner and
-       // outer radii differ by a constant.  We then split each ring
-       // (at theta == 0), and starting from the point of the split
-       // gradually increase both the inner and outer radii so that
-       // when we've wrapped all the way around the ring (to theta ==
-       // 2*pi), the inner radius now matches the original outer
-       // radius.  We then repeat the process with the next ring
-       // (working from innermost to outermost) until we've
-       // accumulated enough vertices to satisfy the caller's
-       // requirements.
-       //
-       // Finally, we scale and offset all the points so that the
-       // resulting spiral fits comfortably within the rectangle
-       // provided by the caller.
-
-       // Set up the array of vertices:
-       v = new float[2 * nPoints];
-       float* lastV = v + 2 * nPoints;
-
-       // Initialize the ring parameters:
-       double innerRadius = 4.0;
-       double ringWidth = 1.0;
-       double segLength = 1.0;
-
-       float* pV = v;
-       while (pV < lastV) {
-               // Each ring consists of segments.  We'll make the arc
-               // length of each segment that lies on the inner
-               // radius approximately equal to segLength, but we'll
-               // adjust it to ensure there are an integral number of
-               // equal-sized segments in the ring.
-               int nSegments = static_cast<int>
-                       (6.2831853 * innerRadius / segLength + 0.5);
-
-               double dTheta = 6.2831853 / nSegments;
-               double dRadius = ringWidth / nSegments;
-
-               double theta = 0.0;
-               for (int i = 0; i < nSegments; ++i) {
-                       double c = cos(theta);
-                       double s = sin(theta);
-
-                       *pV++ = innerRadius * c;
-                       *pV++ = innerRadius * s;
-                       if (pV >= lastV)
-                               break;
-
-                       *pV++ = (innerRadius + ringWidth) * c;
-                       *pV++ = (innerRadius + ringWidth) * s;
-                       if (pV >= lastV)
-                               break;
-
-                       theta += dTheta;
-                       innerRadius += dRadius;
-               }
-       }
-
-       // Find the bounding box for the spiral:
-       float lowX = FLT_MAX;
-       float highX = - FLT_MAX;
-       float lowY = FLT_MAX;
-       float highY = -FLT_MAX;
-       for (pV = v; pV < lastV; pV += 2) {
-               lowX = min(lowX, pV[0]);
-               highX = max(highX, pV[0]);
-               lowY = min(lowY, pV[1]);
-               highY = max(highY, pV[1]);
-       }
-
-       // Find scale and offset to map the spiral into the bounds supplied
-       // by our caller, with a little bit of margin around the edges:
-       lowX -= ringWidth;
-       highX += ringWidth;
-       lowY -= ringWidth;
-       highY += ringWidth;
-       float scaleX = (maxX - minX) / (highX - lowX);
-       float offsetX = minX - scaleX * lowX;
-       float scaleY = (maxY - minY) / (highY - lowY);
-       float offsetY = minY - scaleY * lowY;
-
-       // Finally scale and offset the constructed vertices so that
-       // they fit in the caller-supplied rectangle:
-       for (pV = v; pV < lastV; pV += 2) {
-               pV[0] = scaleX * pV[0] + offsetX;
-               pV[1] = scaleY * pV[1] + offsetY;
-       }
-} // SpiralStrip2D::SpiralStrip2D
-
-SpiralStrip2D::~SpiralStrip2D() {
-       delete[] v;
-} // SpiralStrip2D::~SpiralStrip2D
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////
-// SpiralTri2D:  Generate (x,y) vertices for a set of independent triangles,
-//     arranged in spiral fashion exactly as in SpiralStrip2D.
-//     One may rely on the fact that SpiralTri2D generates exactly the
-//     same triangles as SpiralStrip2D, so that comparison of images
-//     using the two primitives is meaningful.
-///////////////////////////////////////////////////////////////////////////////
-SpiralTri2D::SpiralTri2D(int nTris, float minX, float maxX,
-    float minY, float maxY) {
-       SpiralStrip2D ts(nTris + 2, minX, maxX, minY, maxY);
-       const int nVertices = 3 * nTris;
-       v = new float[2 * nVertices];
-
-       float* pTris = v;
-       float* pStrip = ts(0);
-       bool front = true;      // winding order alternates in strip
-       for (int i = 0; i < nTris; ++i) {
-               if (front) {
-                       pTris[0] = pStrip[0];
-                       pTris[1] = pStrip[1];
-
-                       pTris[2] = pStrip[2];
-                       pTris[3] = pStrip[3];
-
-                       pTris[4] = pStrip[4];
-                       pTris[5] = pStrip[5];
-               } else {
-                       pTris[0] = pStrip[0];
-                       pTris[1] = pStrip[1];
-
-                       pTris[2] = pStrip[4];
-                       pTris[3] = pStrip[5];
-
-                       pTris[4] = pStrip[2];
-                       pTris[5] = pStrip[3];
-               }
-
-               front = !front;
-               pTris += 6;
-               pStrip += 2;
-       }
-} // SpiralTri2D::SpiralTri2D
-
-SpiralTri2D::~SpiralTri2D() {
-       delete[] v;
-} // SpiralTri2D::~SpiralTri2D
-
-
 
//////////////////////////////////////////////////////////////////////////////////////////////////////
 // Sphere3D: Forms a stacks/slices sphere and can return the vertices and 
index list for drawing it.
 
//////////////////////////////////////////////////////////////////////////////////////////////////////
diff --git a/tests/glean/geomutil.h b/tests/glean/geomutil.h
index 34e7356..db899b1 100644
--- a/tests/glean/geomutil.h
+++ b/tests/glean/geomutil.h
@@ -52,26 +52,6 @@ class RandomMesh2D {
                { return m + 2 * (y * rowLength + x); }
 }; // RandomMesh2D
 
-class SpiralStrip2D {
-       float* v;
-    public:
-       SpiralStrip2D(int nPoints, float minX, float maxX,
-               float minY, float maxY);
-       ~SpiralStrip2D();
-       inline float* operator() (int i)
-               { return v + 2 * i; }
-}; // SpiralStrip2D
-
-class SpiralTri2D {
-       float* v;
-    public:
-       SpiralTri2D(int nTris, float minX, float maxX,
-               float minY, float maxY);
-       ~SpiralTri2D();
-       inline float* operator() (int i)
-               { return v + 6 * i; }
-}; // SpiralTri2D
-
 class Sphere3D {
     std::vector<float> vertices;
     std::vector<float> normals;
-- 
1.8.0.3

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