Removed some dead code.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2075 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2006-03-10 03:56:44 +00:00
parent f9f6ea773c
commit 176b5688eb

View file

@ -155,8 +155,6 @@ int scenepp_ww_parm_texture1i;
int scenepp_ww_parm_texture2i;
int scenepp_ww_parm_ampscalef;
int scenepp_bloom_program;
// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
// I put it here so that only this file need be changed when messing with the post
// processing shaders
@ -225,39 +223,9 @@ void GL_InitSceneProcessingShaders_WaterWarp (void)
if (qglGetError())
Con_Printf("GL Error initing shader object\n");
}
void GL_InitSceneProcessingShaders_Bloom(void)
{
int texnum;
char *genericvert = "\
varying vec2 v_texCoord0;\
/*varying vec2 v_texCoord1;*/\
/*varying vec2 v_texCoord2;*/\
void main (void)\
{\
vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\
gl_Position = gl_ModelViewProjectionMatrix * v;\
v_texCoord0 = gl_MultiTexCoord0.xy;\
/*v_texCoord1 = gl_MultiTexCoord1.xy;*/\
/*v_texCoord2 = gl_MultiTexCoord2.xy;*/\
}\
";
char *frag = COM_LoadTempFile("bloom.glsl");
if (!frag)
return;
scenepp_bloom_program = GLSlang_CreateProgram(NULL, genericvert, frag);
if (!scenepp_bloom_program)
return;
texnum = GLSlang_GetUniformLocation(scenepp_bloom_program, "theTexture0");
GLSlang_SetUniform1i(texnum, 0);
}
void GL_InitSceneProcessingShaders (void)
{
GL_InitSceneProcessingShaders_WaterWarp();
GL_InitSceneProcessingShaders_Bloom();
}
#define PP_WARP_TEX_SIZE 64
@ -674,167 +642,6 @@ void R_DrawSpriteModel (entity_t *e)
if (e->flags & Q2RF_ADDATIVE) //back to regular blending for us!
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
#if 0
extern int gldepthfunc;
typedef struct decal_s {
vec3_t origin;
vec3_t normal;
int modelindex;
float endtime;
float starttime;
float size;
struct decal_s *next;
} decal_t;
decal_t *firstdecal;
void vectoangles(vec3_t vec, vec3_t ang);
void R_DrawDecals(void)
{
// vec3_t point;
// vec3_t right, up;
entity_t ent;
extern int cl_spikeindex;
extern model_t mod_known[];
decal_t *dec = firstdecal;
// glDisable(GL_TEXTURE_2D);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
// glDepthFunc(GL_LEQUAL);
// glDisable(GL_CULL_TEST);
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_Bind(particletexture);
// glDepthMask(0);
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, 0.5);
// glClearStencil(0x0);
// glEnable(GL_STENCIL_TEST);
memset(&ent, 0, sizeof(ent));
while(dec)
{
// if (dec->modelindex)
{
ent.origin[0] = dec->origin[0];
ent.origin[1] = dec->origin[1];
ent.origin[2] = dec->origin[2];
ent.angles[0] = -dec->normal[0];
ent.angles[1] = -dec->normal[1];
ent.angles[2] = -dec->normal[2];
vectoangles(ent.angles, ent.angles);
ent.model = &mod_known[cl_spikeindex];//dec->modelindex;
currententity = &ent;
switch(currententity->model->type)
{
case mod_alias:
R_DrawAliasModel(currententity);
break;
case mod_alias3:
R_DrawAlias3Model(currententity);
break;
}
dec = dec->next;
continue;
}
/*
PerpendicularVector(up, dec->normal);
CrossProduct(dec->normal, up, right);
#if 0
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc (GL_ALWAYS, 0x1, 0x1);
glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);
glBegin(GL_QUADS);
glVertex2f (-1.0, 0.0);
glVertex2f (0.0, 1.0);
glVertex2f (1.0, 0.0);
glVertex2f (0.0, -1.0);
glEnd();
glStencilFunc (GL_EQUAL, 0x1, 0x1); //where we drew to the stencil buffer.
glStencilOp (GL_ZERO, GL_KEEP, GL_KEEP);
#endif
// glColor4f(1, 1, 1, (dec->starttime-dec->endtime) * (cl.time-dec->starttime));
glBegin (GL_QUADS);
glTexCoord2f (0, 0.5);
VectorMA (dec->origin, dec->size, up, point);
VectorMA (point, -dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (dec->origin, -dec->size, up, point);
VectorMA (point, -dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0.5, 0);
VectorMA (dec->origin, -dec->size, up, point);
VectorMA (point, dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0.5, 0.5);
VectorMA (dec->origin, dec->size, up, point);
VectorMA (point, dec->size, right, point);
glVertex3fv (point);
glEnd ();
dec = dec->next;
*/
}
// glDisable(GL_STENCIL_TEST);
// glDepthMask(1);
glEnable(GL_TEXTURE_2D);
glDisable (GL_BLEND);
// glDepthFunc(gldepthfunc);
}
void TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
void GLR_AddDecals(vec3_t org)
{
decal_t *dec;
vec3_t end, impact, norm;
vec3_t dir[] = {
{0, 0, 10},
{0, 0, -10},
{0, 10, 0},
{0, -10, 0},
{10, 0, 0},
{-10, 0, 0}
};
int i;
#define STOP_EPSILON 0.01
return;
for (i = 0; i < 6; i++)
{
VectorAdd(org, dir[i], end);
TraceLineN(org, end, impact, norm);
if (!((end[0]==impact[0] && end[1]==impact[1] && end[2]==impact[2]) || (!impact[0] && !impact[1] && !impact[2])))
{
dec = Z_Malloc(sizeof(decal_t));
VectorCopy(norm, dec->normal);
// VectorCopy(impact, dec->origin);
VectorMA(impact, STOP_EPSILON, norm, dec->origin);
dec->next = firstdecal;
firstdecal = dec;
}
}
}
#endif
//==================================================================================
@ -954,127 +761,7 @@ R_DrawViewModel
*/
void GLR_DrawViewModel (void)
{
/*
// float ambient[4], diffuse[4];
// int j;
// int lnum;
// vec3_t dist;
// float add;
// dlight_t *dl;
// int ambientlight, shadelight;
static struct model_s *oldmodel[MAX_SPLITS];
static float lerptime[MAX_SPLITS];
static int prevframe[MAX_SPLITS];
#ifdef SIDEVIEWS
extern qboolean r_secondaryview;
if (r_secondaryview==1)
return;
#endif
if (!r_drawviewmodel.value || !Cam_DrawViewModel(r_refdef.currentplayernum))
return;
if (envmap)
return;
#ifdef Q2CLIENT
if (cls.q2server)
return;
#endif
if (!r_drawentities.value)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent[r_refdef.currentplayernum];
if (!currententity->model)
return;
// if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
P_TorchEffect(currententity->origin, currententity->model->particleeffect);
currententity->model = NULL;
return;
}
}
else
{
if (gl_part_torch.value)
{
P_TorchEffect(currententity->origin, currententity->model->particleeffect);
}
}
}
}
#ifdef PEXT_SCALE
currententity->scale = 1;
#endif
if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
currententity->alpha = r_drawviewmodel.value;
else
currententity->alpha = 1;
if (currententity->frame != prevframe[r_refdef.currentplayernum])
{
currententity->oldframe = prevframe[r_refdef.currentplayernum];
lerptime[r_refdef.currentplayernum] = realtime;
}
prevframe[r_refdef.currentplayernum] = currententity->frame;
if (currententity->model != oldmodel[r_refdef.currentplayernum])
{
oldmodel[r_refdef.currentplayernum] = currententity->model;
currententity->oldframe = currententity->frame;
lerptime[r_refdef.currentplayernum] = realtime;
}
currententity->lerptime = 1-(realtime-lerptime[r_refdef.currentplayernum])*10;
if (currententity->lerptime<0)currententity->lerptime=0;
if (currententity->lerptime>1)currententity->lerptime=1;
currententity->flags = Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK;
switch(currententity->model->type)
{
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
case mod_alias:
R_DrawGAliasModel (currententity);
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#else
case mod_halflife: //no gcc warning please
break;
#endif
//we don't support these as view models
case mod_brush:
case mod_dummy:
break;
}
*/
}
@ -1731,119 +1418,6 @@ void R_Clear (void)
qglDepthRange (gldepthmin, gldepthmax);
}
//#if 0 //!!! FIXME, Zoid, mirror is disabled for now
/*
=============
R_Mirror
=============
*/
/*
void CL_AddFlagModels (entity_t *ent, int team);
void R_MirrorAddPlayerModels (void)
{
extern int cl_playerindex;
extern cvar_t cl_predict_players, cl_predict_players2;
player_state_t *state;
player_state_t exact;
player_info_t *info=cl.players + cl.playernum[0];
double playertime;
entity_t *ent;
int msec;
frame_t *frame;
int oldphysent;
extern cvar_t spectator;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount&UPDATE_MASK];
state=&frame->playerstate[cl.playernum[0]];
if (!state->modelindex || spectator.value)
return;
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = cl.playernum[0]+1;
ent->model = cl.model_precache[state->modelindex];
ent->skinnum = state->skinnum;
ent->frame = state->frame;
ent->oldframe = state->oldframe;
if (state->lerpstarttime)
{
ent->lerptime = 1-(realtime - state->lerpstarttime)*10;
if (ent->lerptime < 0)
ent->lerptime = 0;
}
else
ent->lerptime = 0;
ent->colormap = cl.players[cl.playernum[0]].translations;
if (state->modelindex == cl_playerindex)
ent->scoreboard = &cl.players[cl.playernum[0]]; // use custom skin
else
ent->scoreboard = NULL;
#ifdef PEXT_SCALE
ent->scale = state->scale;
if (!ent->scale)
ent->scale = 1;
#endif
#ifdef PEXT_TRANS
ent->alpha = state->trans;
if (!ent->alpha)
ent->alpha = 1;
#endif
//
// angles
//
ent->angles[PITCH] = -r_refdef.viewangles[PITCH]/3;
ent->angles[YAW] = r_refdef.viewangles[YAW];
// ent->angles[ROLL] = 0;
ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
// only predict half the move to minimize overruns
msec = 500*(playertime - state->state_time);
if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value))
{
VectorCopy (state->origin, ent->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 255)
msec = 255;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (cl.playernum[0]);
CL_PredictUsercmd (0, state, &exact, &state->command);
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, ent->origin);
}
VectorCopy(cl.simorg[0], ent->origin);
if (state->effects & QWEF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & QWEF_FLAG2)
CL_AddFlagModels (ent, 1);
if (info->vweapindex)
CL_AddVWeapModel(ent, info->vweapindex);
}
*/
void R_Mirror (void)
{
msurface_t *s, *prevs, *prevr, *rejects;