dead code

This commit is contained in:
Chris Sarbora 2024-06-30 02:46:52 -05:00
parent 201d4add62
commit 41a04aedd2
No known key found for this signature in database
4 changed files with 0 additions and 76 deletions

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@ -430,7 +430,6 @@ void g3_DrawSpecialLine(g3Point *p0, g3Point *p1);
// Draws a bitmap on a specific plane. Also does rotation. Angle of rotation is passed as 'rot_angle'
void g3_DrawPlanarRotatedBitmap(vector *pos, vector *norm, angle rot_angle, float width, float height, int bm);
void g3_TransformVert(float res[4], float pt[4], float a[4][4]);
void g3_TransformMult(float res[4][4], float a[4][4], float b[4][4]);
void g3_TransformTrans(float res[4][4], float t[4][4]);
void g3_GetModelViewMatrix(const vector *viewPos, const matrix *viewMatrix, float *mvMat);

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@ -307,13 +307,6 @@ class oeApplication;
#define TEXTURE_WIDTH 128
#define TEXTURE_HEIGHT 128
#define TEXTURE_BPP 2
#define FLAT_SHADE_COLOR 0x7C01
// If an incoming texture has the above color in it, change that color to this color
#define REPLACEMENT_COLOR 0x07C0
extern int Triangles_drawn;
// Is this hardware or software rendered?
enum renderer_type {
@ -327,29 +320,16 @@ extern renderer_type Renderer_type;
// renderer clear flags
#define RF_CLEAR_ZBUFFER 1
#define RF_CLEAR_COLOR 2
// Overlay texture settings
#define OT_NONE 0 // No overlay
#define OT_BLEND 1 // Draw a lightmap texture afterwards
#define OT_REPLACE 2 // Draw a tmap2 style texture afterwards
#define OT_FLAT_BLEND 3 // Draw a gouraud shaded polygon afterwards
#define OT_BLEND_VERTEX 4 // Like OT_BLEND, but take constant alpha into account
#define OT_BUMPMAP 5 // Draw a saturated bumpmap afterwards
#define OT_BLEND_SATURATE 6 // Add a lightmap in
extern uint8_t Overlay_type;
extern int Overlay_map;
extern int Bumpmap_ready, Bump_map;
extern float Z_bias;
extern bool UseHardware;
extern bool StateLimited;
extern bool NoLightmaps;
extern bool UseMultitexture;
extern bool UseWBuffer;
extern bool UseMipmap; // DAJ
extern bool ATIRagePro; // DAJ
extern bool Formac; // DAJ
class NewBitmap;
@ -361,8 +341,6 @@ void rend_SetRendererType(renderer_type state);
#define MAP_TYPE_BITMAP 0
#define MAP_TYPE_LIGHTMAP 1
#define MAP_TYPE_BUMPMAP 2
#define MAP_TYPE_UNKNOWN 3
// lighting state
enum light_state {
@ -406,19 +384,12 @@ enum texture_type {
#define AT_CONSTANT_TEXTURE_VERTEX 7 // Use all three (texture constant vertex)
#define AT_LIGHTMAP_BLEND 8 // dest*src colors
#define AT_SATURATE_TEXTURE 9 // Saturate up to white when blending
#define AT_FLAT_BLEND 10 // Like lightmap blend, but uses gouraud shaded flat polygon
#define AT_ANTIALIAS 11 // Draws an antialiased polygon
#define AT_SATURATE_VERTEX 12 // Saturation with vertices
#define AT_SATURATE_CONSTANT_VERTEX 13 // Constant*vertex saturation
#define AT_SATURATE_TEXTURE_VERTEX 14 // Texture * vertex saturation
#define AT_LIGHTMAP_BLEND_VERTEX 15 // Like AT_LIGHTMAP_BLEND, but take vertex alpha into account
#define AT_LIGHTMAP_BLEND_CONSTANT 16 // Like AT_LIGHTMAP_BLEND, but take constant alpha into account
#define AT_SPECULAR 32
#define AT_LIGHTMAP_BLEND_SATURATE 33 // Light lightmap blend, but add instead of multiply
#define LFB_LOCK_READ 0
#define LFB_LOCK_WRITE 1
enum wrap_type {
WT_WRAP, // Texture repeats
WT_CLAMP, // Texture clamps
@ -431,7 +402,6 @@ struct rendering_state {
int8_t cur_bilinear_state;
int8_t cur_zbuffer_state;
int8_t cur_fog_state;
int8_t cur_mip_state;
texture_type cur_texture_type;
color_model cur_color_model;
@ -442,7 +412,6 @@ struct rendering_state {
float cur_fog_start, cur_fog_end;
float cur_near_z, cur_far_z;
float gamma_value;
int cur_alpha;
ddgr_color cur_color;
@ -467,7 +436,6 @@ struct renderer_preferred_state {
struct renderer_lfb {
int type;
uint16_t *data;
int bytes_per_row;
};
struct tRendererStats {
@ -641,9 +609,6 @@ int rend_InitOpenGLWindow(oeApplication *app, renderer_preferred_state *pref_sta
// Shuts down OpenGL in a window
void rend_CloseOpenGLWindow();
// Sets the state of the OpenGLWindow to on or off
void rend_SetOpenGLWindowState(int state, oeApplication *app, renderer_preferred_state *pref_state);
// Sets the hardware bias level for coplanar polygons
// This helps reduce z buffer artifaces
void rend_SetCoplanarPolygonOffset(float factor);

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@ -574,39 +574,6 @@ void rend_DrawPolygon3D(int handle, g3Point **p, int nv, int map_type) {
// all points should be original
ASSERT(pnt->p3_flags & PF_ORIGPOINT);
////////////////////////////////////////////
if (pnt->p3_flags & PF_ORIGPOINT) {
if (!(pnt->p3_flags & PF_PROJECTED)) {
g3_ProjectPoint(pnt);
}
// get the original point
float origPoint[4];
origPoint[0] = pnt->p3_vecPreRot.x;
origPoint[1] = pnt->p3_vecPreRot.y;
origPoint[2] = pnt->p3_vecPreRot.z;
origPoint[3] = 1.0f;
// transform by the full transform
float view[4];
g3_TransformVert(view, origPoint, gTransformFull);
vector tempv = pnt->p3_vecPreRot - View_position;
vector testPt = tempv * Unscaled_matrix;
float screenX = pnt->p3_sx + gpu_state.clip_x1;
float screenY = pnt->p3_sy + gpu_state.clip_y1;
// normalize
float oOW = 1.0f / view[3];
view[0] *= oOW;
view[1] *= oOW;
view[2] *= oOW;
oOW *= 1.0f;
}
////////////////////////////////////////////
if (gpu_state.cur_alpha_type & ATF_VERTEX) {
alpha = pnt->p3_a * gpu_Alpha_multiplier * gpu_Alpha_factor;
}

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@ -47,13 +47,6 @@ void g3_GetModelViewMatrix(const vector *viewPos, const matrix *viewMatrix, floa
mvMat[15] = 1.0f;
}
void g3_TransformVert(float res[4], float pt[4], float a[4][4]) {
int y;
for (y = 0; y < 4; ++y) {
res[y] = (pt[0] * a[0][y]) + (pt[1] * a[1][y]) + (pt[2] * a[2][y]) + (pt[3] * a[3][y]);
}
}
void g3_TransformMult(float res[4][4], float a[4][4], float b[4][4]) {
float temp[4][4];