- deletion of unused code.

This commit is contained in:
Christoph Oelckers 2019-09-16 18:10:28 +02:00
parent d2e34ef18e
commit 20ab1289fd
1 changed files with 3 additions and 255 deletions

View File

@ -2496,9 +2496,6 @@ void polymost_setupdetailtexture(const int32_t texunits, const int32_t tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glClientActiveTexture(texunits);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void polymost_setupglowtexture(const int32_t texunits, const int32_t tex)
@ -2510,9 +2507,6 @@ void polymost_setupglowtexture(const int32_t texunits, const int32_t tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glClientActiveTexture(texunits);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
#endif
@ -2536,176 +2530,13 @@ static inline pthtyp *our_texcache_fetch(int32_t dameth)
return texcache_fetch(globalpicnum, globalpal, getpalookup((r_usetileshades == 1 && !(globalflags & GLOBAL_NO_GL_TILESHADES)) ? globvis>>3 : 0, globalshade), dameth);
}
static void polymost2_drawVBO(GLenum mode,
int32_t vertexBufferID,
int32_t indexBufferID,
const int32_t numElements,
float projectionMatrix[4*4],
float modelViewMatrix[4*4],
int32_t dameth,
float texScale[2],
float texOffset[2],
char cullFaces)
{
if (dameth == DAMETH_BACKFACECULL ||
#ifdef YAX_ENABLE
g_nodraw ||
#endif
(uint32_t)globalpicnum >= MAXTILES)
{
return;
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (cullFaces)
{
glEnable(GL_CULL_FACE);
}
//POGOTODO: this is temporary, the permanent fix is to not allow the transform to affect the windings in the first place in polymost2_drawSprite()
if (cullFaces == 1)
{
glCullFace(GL_BACK);
}
else
{
glCullFace(GL_FRONT);
}
//POGOTODO: in the future, state changes like binding these buffers can be batched. For now, just switch on every VBO rendered
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
if (palookup[globalpal] == NULL)
{
globalpal = 0;
}
//Load texture (globalpicnum)
setgotpic(globalpicnum);
if (!waloff[globalpicnum])
{
tileLoad(globalpicnum);
}
pthtyp *pth = our_texcache_fetch(dameth | (r_useindexedcolortextures ? PTH_INDEXED : 0));
if (!pth)
{
if (editstatus)
{
Bsprintf(ptempbuf, "pth==NULL! (bad pal?) pic=%d pal=%d", globalpicnum, globalpal);
polymost_printext256(8,8, editorcolors[15],editorcolors[5], ptempbuf, 0);
}
return;
}
glActiveTexture(GL_TEXTURE1);
//POGO: temporarily swapped out blankTextureID for 0 (as the blank texture has been moved into the dynamic tilesheets)
glBindTexture(GL_TEXTURE_2D, (pth && pth->flags & PTH_HASFULLBRIGHT && r_fullbrights) ? pth->ofb->glpic : 0);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glActiveTexture(GL_TEXTURE0);
polymost_bindPth(pth);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
//POGOTODO: handle tinting & shading completely with fragment shader
//POGOTODO: handle fullbright & glow completely with fragment shader
//POGOTODO: glAlphaFunc is deprecated, move this into the fragment shader
float const al = waloff[globalpicnum] ? alphahackarray[globalpicnum] != 0 ? alphahackarray[globalpicnum] * (1.f/255.f):
(pth && pth->hicr && pth->hicr->alphacut >= 0.f ? pth->hicr->alphacut : 0.f) : 0.f;
glAlphaFunc(GL_GREATER, al);
//POGOTODO: batch this, only apply it to sprites that actually need blending
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
handle_blend((dameth & DAMETH_MASKPROPS) > DAMETH_MASK, drawpoly_blend, (dameth & DAMETH_MASKPROPS) == DAMETH_TRANS2);
useShaderProgram(polymost2BasicShaderProgramID);
//POGOTODO: batch uniform binding
float tint[4] = {1.0f, 1.0f, 1.0f, 1.0f};
polytint_t const & polytint = hictinting[globalpal];
//POGOTODO: full bright pass uses its own globalshade...
tint[0] = (1.f-(polytint.sr*(1.f/255.f)))*getshadefactor(globalshade)+(polytint.sr*(1.f/255.f));
tint[1] = (1.f-(polytint.sg*(1.f/255.f)))*getshadefactor(globalshade)+(polytint.sg*(1.f/255.f));
tint[2] = (1.f-(polytint.sb*(1.f/255.f)))*getshadefactor(globalshade)+(polytint.sb*(1.f/255.f));
// spriteext full alpha control
float alpha = float_trans(dameth & DAMETH_MASKPROPS, drawpoly_blend) * (1.f - drawpoly_alpha);
if (pth)
{
// tinting
polytintflags_t const tintflags = hictinting[globalpal].f;
if (!(tintflags & HICTINT_PRECOMPUTED))
{
if (pth->flags & PTH_HIGHTILE)
{
if (pth->palnum != globalpal || (pth->effects & HICTINT_IN_MEMORY) || (tintflags & HICTINT_APPLYOVERALTPAL))
hictinting_apply(tint, globalpal);
}
else if (tintflags & (HICTINT_USEONART|HICTINT_ALWAYSUSEART))
hictinting_apply(tint, globalpal);
}
// global tinting
if ((pth->flags & PTH_HIGHTILE) && have_basepal_tint())
hictinting_apply(tint, MAXPALOOKUPS-1);
}
glUniformMatrix4fv(projMatrixLoc, 1, false, projectionMatrix);
glUniformMatrix4fv(mvMatrixLoc, 1, false, modelViewMatrix);
glUniform1i(texSamplerLoc, 0);
glUniform1i(fullBrightSamplerLoc, 1);
glUniform2fv(texOffsetLoc, 1, texOffset);
glUniform2fv(texScaleLoc, 1, texScale);
glUniform4fv(tintLoc, 1, tint);
glUniform1f(alphaLoc, alpha);
const float fogRange[2] = {fogresult, fogresult2};
glUniform2fv(fogRangeLoc, 1, fogRange);
glUniform4fv(fogColorLoc, 1, (GLfloat*) &fogcol);
if (indexBufferID == 0)
{
glDrawArrays(mode,
0,
numElements);
}
else
{
glDrawElements(mode,
numElements,
GL_UNSIGNED_SHORT,
0);
}
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
//POGOTODO: again, these state changes should be batched in the future, rather than on each VBO rendered
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisable(GL_CULL_FACE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//polymost_resetVertexPointers();
}
static void polymost_updatePalette()
{
if (videoGetRenderMode() != REND_POLYMOST)
{
return;
}
polymost_setPalswap(globalpal);
polymost_setShade(globalshade);
@ -3315,24 +3146,6 @@ do
}
#ifdef USE_GLEXT
if (videoGetRenderMode() != REND_POLYMOST)
{
while (texunits > GL_TEXTURE0)
{
glActiveTexture(texunits);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glClientActiveTexture(texunits);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
glDisable(GL_TEXTURE_2D);
--texunits;
}
}
polymost_useDetailMapping(false);
polymost_useGlowMapping(false);
@ -4828,39 +4641,6 @@ static void polymost_drawalls(int32_t const bunch)
else
polymost_domost(x0,fy0,x1,fy1);
#if 0
//Hack to draw color rectangle above sky when looking up...
xtex.d = xtex.u = xtex.v = 0;
ytex.d = gxyaspect * (1.f / -262144.f);
ytex.u = 0;
ytex.v = 0;
otex.d = -ghoriz * ytex.d;
otex.u = 0;
otex.v = 0;
o.y = -vv[0]/vv[1];
if ((o.y < fy0) && (o.y < fy1))
polymost_domost(x1,o.y,x0,o.y);
else if ((o.y < fy0) != (o.y < fy1))
{
o.x = (o.y-fy0)*(x1-x0)/(fy1-fy0) + x0;
if (o.y < fy0)
{
polymost_domost(o.x,o.y,x0,o.y);
polymost_domost(x1,fy1,o.x,o.y);
}
else
{
polymost_domost(o.x,o.y,x0,fy0);
polymost_domost(x1,o.y,o.x,o.y);
}
}
else
polymost_domost(x1,fy1,x0,fy0);
#endif
}
else
skyclamphack = 0;
@ -5140,39 +4920,7 @@ static void polymost_drawalls(int32_t const bunch)
if ((tilesiz[globalpicnum].y * daptileyscale * (1.f/65536.f)) > 256)
{
#if 0
//Hack to draw black rectangle below sky when looking down...
xtex.d = xtex.u = xtex.v = 0;
ytex.d = gxyaspect * (1.f / 262144.f);
ytex.u = 0;
ytex.v = (float)(tilesiz[globalpicnum].y - 1) * ytex.d;
otex.d = -ghoriz * ytex.d;
otex.u = 0;
otex.v = (float)(tilesiz[globalpicnum].y - 1) * otex.d;
o.y = ((float)tilesiz[globalpicnum].y*dd-vv[0])/vv[1];
if ((o.y > cy0) && (o.y > cy1))
polymost_domost(x0,o.y,x1,o.y);
else if ((o.y > cy0) != (o.y > cy1))
{
o.x = (o.y-cy0)*(x1-x0)/(cy1-cy0) + x0;
if (o.y > cy0)
{
polymost_domost(x0,o.y,o.x,o.y);
polymost_domost(o.x,o.y,x1,cy1);
}
else
{
polymost_domost(x0,cy0,o.x,o.y);
polymost_domost(o.x,o.y,x1,o.y);
}
}
else
polymost_domost(x0,cy0,x1,cy1);
#endif
//Hack to draw color rectangle above sky when looking up...
xtex.d = xtex.u = xtex.v = 0;
@ -7834,7 +7582,7 @@ static int32_t gen_font_glyph_tex(void)
{
// construct a 256x128 texture for the font glyph matrix
glGenTextures(1,&polymosttext);
GetTextureHandle(&polymosttext);
if (!polymosttext) return -1;