From 41a04aedd28433a4437bf0ab3d895cb3aa5d74a9 Mon Sep 17 00:00:00 2001 From: Chris Sarbora Date: Sun, 30 Jun 2024 02:46:52 -0500 Subject: [PATCH] dead code --- lib/3d.h | 1 - lib/renderer.h | 35 --------------------------------- renderer/HardwareBaseGPU.cpp | 33 ------------------------------- renderer/HardwareTransforms.cpp | 7 ------- 4 files changed, 76 deletions(-) diff --git a/lib/3d.h b/lib/3d.h index 609a3c2e..b79bfd48 100644 --- a/lib/3d.h +++ b/lib/3d.h @@ -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); diff --git a/lib/renderer.h b/lib/renderer.h index 1d4aeb99..4b0d56ff 100644 --- a/lib/renderer.h +++ b/lib/renderer.h @@ -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); diff --git a/renderer/HardwareBaseGPU.cpp b/renderer/HardwareBaseGPU.cpp index 3449dc54..f2ea670a 100644 --- a/renderer/HardwareBaseGPU.cpp +++ b/renderer/HardwareBaseGPU.cpp @@ -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; } diff --git a/renderer/HardwareTransforms.cpp b/renderer/HardwareTransforms.cpp index 9db7a621..ed030154 100644 --- a/renderer/HardwareTransforms.cpp +++ b/renderer/HardwareTransforms.cpp @@ -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];