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ref: gl: cleanup unused functions

pull/2/head
Alibek Omarov 1 year ago
parent
commit
79624fa400
  1. 12
      ref/gl/gl_backend.c
  2. 17
      ref/gl/gl_image.c
  3. 13
      ref/gl/gl_local.h
  4. 23
      ref/gl/gl_rlight.c
  5. 78
      ref/gl/gl_rmath.c
  6. 29
      ref/gl/gl_studio.c

12
ref/gl/gl_backend.c

@ -116,18 +116,6 @@ void GL_BackendEndFrame( void ) @@ -116,18 +116,6 @@ void GL_BackendEndFrame( void )
memset( &r_stats, 0, sizeof( r_stats ));
}
/*
=================
GL_LoadTexMatrix
=================
*/
void GL_LoadTexMatrix( const matrix4x4 m )
{
pglMatrixMode( GL_TEXTURE );
GL_LoadMatrix( m );
glState.texIdentityMatrix[glState.activeTMU] = false;
}
/*
=================
GL_LoadTexMatrixExt

17
ref/gl/gl_image.c

@ -1931,23 +1931,6 @@ void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor ) @@ -1931,23 +1931,6 @@ void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
gEngfuncs.FS_FreeImage( pic );
}
/*
================
GL_TexMemory
return size of all uploaded textures
================
*/
int GL_TexMemory( void )
{
int i, total = 0;
for( i = 0; i < gl_numTextures; i++ )
total += gl_textures[i].size;
return total;
}
/*
==============================================================================

13
ref/gl/gl_local.h

@ -294,7 +294,6 @@ void GL_CleanUpTextureUnits( int last ); @@ -294,7 +294,6 @@ void GL_CleanUpTextureUnits( int last );
void GL_Bind( GLint tmu, GLenum texnum );
void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t );
void GL_SetTexCoordArrayMode( GLenum mode );
void GL_LoadTexMatrix( const matrix4x4 m );
void GL_LoadTexMatrixExt( const float *glmatrix );
void GL_LoadMatrix( const matrix4x4 source );
void GL_TexGen( GLenum coord, GLenum mode );
@ -319,7 +318,6 @@ qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly ); @@ -319,7 +318,6 @@ qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly );
//
int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax );
qboolean R_CullBox( const vec3_t mins, const vec3_t maxs );
qboolean R_CullSphere( const vec3_t centre, const float radius );
int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags );
//
@ -368,7 +366,6 @@ void R_InitDlightTexture( void ); @@ -368,7 +366,6 @@ void R_InitDlightTexture( void );
void R_TextureList_f( void );
void R_InitImages( void );
void R_ShutdownImages( void );
int GL_TexMemory( void );
//
// gl_rlight.c
@ -381,7 +378,6 @@ void R_MarkLights( dlight_t *light, int bit, mnode_t *node ); @@ -381,7 +378,6 @@ void R_MarkLights( dlight_t *light, int bit, mnode_t *node );
colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec );
int R_CountSurfaceDlights( msurface_t *surf );
colorVec R_LightPoint( const vec3_t p0 );
int R_CountDlights( void );
//
// gl_rmain.c
@ -407,16 +403,9 @@ int CL_FxBlend( cl_entity_t *e ); @@ -407,16 +403,9 @@ int CL_FxBlend( cl_entity_t *e );
// gl_rmath.c
//
void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] );
void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] );
void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z );
void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z );
void Matrix4x4_ConcatScale( matrix4x4 out, float x );
void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z );
void Matrix4x4_CreateScale( matrix4x4 out, float x );
void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar);
void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar);
void Matrix4x4_CreateModelview( matrix4x4 out );
@ -467,9 +456,7 @@ void R_DrawSpriteModel( cl_entity_t *e ); @@ -467,9 +456,7 @@ void R_DrawSpriteModel( cl_entity_t *e );
// gl_studio.c
//
void R_StudioInit( void );
void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded );
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
float CL_GetSequenceDuration( cl_entity_t *ent, int sequence );
struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e );
int R_GetEntityRenderMode( cl_entity_t *ent );
void R_DrawStudioModel( cl_entity_t *e );

23
ref/gl/gl_rlight.c

@ -171,29 +171,6 @@ void R_PushDlights( void ) @@ -171,29 +171,6 @@ void R_PushDlights( void )
}
}
/*
=============
R_CountDlights
=============
*/
int R_CountDlights( void )
{
dlight_t *l;
int i, numDlights = 0;
for( i = 0; i < MAX_DLIGHTS; i++ )
{
l = gEngfuncs.GetDynamicLight( i );
if( l->die < gpGlobals->time || !l->radius )
continue;
numDlights++;
}
return numDlights;
}
/*
=============
R_CountSurfaceDlights

78
ref/gl/gl_rmath.c

@ -119,26 +119,6 @@ void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] ) @@ -119,26 +119,6 @@ void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] )
out[15] = in[3][3];
}
void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] )
{
out[0][0] = in[0];
out[1][0] = in[1];
out[2][0] = in[2];
out[3][0] = in[3];
out[0][1] = in[4];
out[1][1] = in[5];
out[2][1] = in[6];
out[3][1] = in[7];
out[0][2] = in[8];
out[1][2] = in[9];
out[2][2] = in[10];
out[3][2] = in[11];
out[0][3] = in[12];
out[1][3] = in[13];
out[2][3] = in[14];
out[3][3] = in[15];
}
void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z )
{
out[0][0] = 1.0f;
@ -190,46 +170,6 @@ void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float @@ -190,46 +170,6 @@ void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float
out[3][3]=1.0f;
}
void Matrix4x4_CreateScale( matrix4x4 out, float x )
{
out[0][0] = x;
out[0][1] = 0.0f;
out[0][2] = 0.0f;
out[0][3] = 0.0f;
out[1][0] = 0.0f;
out[1][1] = x;
out[1][2] = 0.0f;
out[1][3] = 0.0f;
out[2][0] = 0.0f;
out[2][1] = 0.0f;
out[2][2] = x;
out[2][3] = 0.0f;
out[3][0] = 0.0f;
out[3][1] = 0.0f;
out[3][2] = 0.0f;
out[3][3] = 1.0f;
}
void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z )
{
out[0][0] = x;
out[0][1] = 0.0f;
out[0][2] = 0.0f;
out[0][3] = 0.0f;
out[1][0] = 0.0f;
out[1][1] = y;
out[1][2] = 0.0f;
out[1][3] = 0.0f;
out[2][0] = 0.0f;
out[2][1] = 0.0f;
out[2][2] = z;
out[2][3] = 0.0f;
out[3][0] = 0.0f;
out[3][1] = 0.0f;
out[3][2] = 0.0f;
out[3][3] = 1.0f;
}
void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z )
{
matrix4x4 base, temp;
@ -247,21 +187,3 @@ void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float @@ -247,21 +187,3 @@ void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float
Matrix4x4_CreateRotate( temp, angle, x, y, z );
Matrix4x4_Concat( out, base, temp );
}
void Matrix4x4_ConcatScale( matrix4x4 out, float x )
{
matrix4x4 base, temp;
Matrix4x4_Copy( base, out );
Matrix4x4_CreateScale( temp, x );
Matrix4x4_Concat( out, base, temp );
}
void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z )
{
matrix4x4 base, temp;
Matrix4x4_Copy( base, out );
Matrix4x4_CreateScale3( temp, x, y, z );
Matrix4x4_Concat( out, base, temp );
}

29
ref/gl/gl_studio.c

@ -676,35 +676,6 @@ float R_StudioEstimateInterpolant( cl_entity_t *e ) @@ -676,35 +676,6 @@ float R_StudioEstimateInterpolant( cl_entity_t *e )
return dadt;
}
/*
====================
CL_GetSequenceDuration
====================
*/
float CL_GetSequenceDuration( cl_entity_t *ent, int sequence )
{
studiohdr_t *pstudiohdr;
mstudioseqdesc_t *pseqdesc;
if( ent->model != NULL && ent->model->type == mod_studio )
{
pstudiohdr = (studiohdr_t *)gEngfuncs.Mod_Extradata( mod_studio, ent->model );
if( pstudiohdr )
{
sequence = bound( 0, sequence, pstudiohdr->numseq - 1 );
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence;
if( pseqdesc->numframes > 1 && pseqdesc->fps > 0 )
return (float)pseqdesc->numframes / (float)pseqdesc->fps;
}
}
return 0.1f;
}
/*
====================
StudioFxTransform

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