Remove some unused bits from CRenderer

This was SVN commit r8927.
This commit is contained in:
Ykkrosh 2011-02-16 22:40:15 +00:00
parent 3d997365d8
commit 4f724056d5
2 changed files with 1 additions and 66 deletions

View File

@ -354,7 +354,6 @@ CRenderer::CRenderer()
m_Width=0;
m_Height=0;
m_FrameCounter=0;
m_TerrainRenderMode=SOLID;
m_ModelRenderMode=SOLID;
m_ClearColor[0]=m_ClearColor[1]=m_ClearColor[2]=m_ClearColor[3]=0;
@ -365,7 +364,6 @@ CRenderer::CRenderer()
m_DisplayTerrainPriorities = false;
m_FastPlayerColor = true;
m_SkipSubmit = false;
m_RenderTerritories = true;
m_VertexShader = 0;
@ -378,9 +376,6 @@ CRenderer::CRenderer()
m_ShadowZBias = 0.02f;
m_ShadowMapSize = 0;
for (size_t i=0;i<MaxTextureUnits;i++) {
m_ActiveTextures[i]=0;
}
m_hCompositeAlphaMap = 0;
AddLocalProperty(L"shadows", &m_Options.m_Shadows, false);
@ -435,8 +430,6 @@ void CRenderer::EnumCaps()
{
// assume support for nothing
m_Caps.m_VBO = false;
m_Caps.m_TextureBorderClamp = false;
m_Caps.m_GenerateMipmaps = false;
m_Caps.m_VertexShader = false;
m_Caps.m_FragmentShader = false;
m_Caps.m_Shadows = false;
@ -450,14 +443,6 @@ void CRenderer::EnumCaps()
}
}
if (ogl_HaveExtension("GL_ARB_texture_border_clamp")) {
m_Caps.m_TextureBorderClamp=true;
}
if (ogl_HaveExtension("GL_SGIS_generate_mipmap")) {
m_Caps.m_GenerateMipmaps=true;
}
if (0 == ogl_HaveExtensions(0, "GL_ARB_shader_objects", "GL_ARB_shading_language_100", NULL))
{
if (ogl_HaveExtension("GL_ARB_vertex_shader"))
@ -642,17 +627,6 @@ bool CRenderer::GetOptionBool(enum Option opt) const
return false;
}
//////////////////////////////////////////////////////////////////////////////////////////
// SetOptionColor: set color renderer option
// void CRenderer::SetOptionColor(Option UNUSED(opt),const RGBAColor& UNUSED(value))
// {
// // switch (opt) {
// // default:
// debug_warn(L"CRenderer::SetOptionColor: unknown option");
// // break;
// // }
// }
void CRenderer::SetOptionFloat(enum Option opt, float val)
{
switch(opt)
@ -666,22 +640,6 @@ void CRenderer::SetOptionFloat(enum Option opt, float val)
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// GetOptionColor: get color renderer option
// const RGBAColor& CRenderer::GetOptionColor(Option UNUSED(opt)) const
// {
// static const RGBAColor defaultColor(1.0f,1.0f,1.0f,1.0f);
//
// // switch (opt) {
// // default:
// debug_warn(L"CRenderer::GetOptionColor: unknown option");
// // break;
// // }
//
// return defaultColor;
// }
//////////////////////////////////////////////////////////////////////////////////////////
// SetRenderPath: Select the preferred render path.
// This may only be called before Open(), because the layout of vertex arrays and other
@ -766,9 +724,6 @@ void CRenderer::SetFastPlayerColor(bool fast)
// BeginFrame: signal frame start
void CRenderer::BeginFrame()
{
// bump frame counter
m_FrameCounter++;
if (m_VertexShader)
m_VertexShader->BeginFrame();
@ -1262,7 +1217,7 @@ void CRenderer::RenderSubmissions()
RenderPatches();
ogl_WarnIfError();
if (g_Game && m_RenderTerritories)
if (g_Game)
{
// g_Game->GetWorld()->GetTerritoryManager()->RenderTerritories(); // TODO: implement in new sim system
ogl_WarnIfError();
@ -1484,7 +1439,6 @@ void CRenderer::BindTexture(int unit,GLuint tex)
} else {
glDisable(GL_TEXTURE_2D);
}
m_ActiveTextures[unit]=tex;
}
static inline void CopyTriple(unsigned char* dst,const unsigned char* src)

View File

@ -93,7 +93,6 @@ class CRenderer :
public:
// various enumerations and renderer related constants
enum { NumAlphaMaps=14 };
enum { MaxTextureUnits=16 };
enum Option {
OPT_NOVBO,
OPT_NOFRAMEBUFFEROBJECT,
@ -151,8 +150,6 @@ public:
struct Caps {
bool m_VBO;
bool m_TextureBorderClamp;
bool m_GenerateMipmaps;
bool m_VertexShader;
bool m_FragmentShader;
bool m_Shadows;
@ -174,10 +171,7 @@ public:
// set/get boolean renderer option
void SetOptionBool(enum Option opt,bool value);
bool GetOptionBool(enum Option opt) const;
// set/get RGBA color renderer option
// void SetOptionColor(enum Option opt,const RGBAColor& value);
void SetOptionFloat(enum Option opt, float val);
// const RGBAColor& GetOptionColor(enum Option opt) const;
void SetRenderPath(RenderPath rp);
RenderPath GetRenderPath() const { return m_Options.m_RenderPath; }
static CStr GetRenderPathName(RenderPath rp);
@ -198,9 +192,6 @@ public:
// set color used to clear screen in BeginFrame()
void SetClearColor(SColor4ub color);
// return current frame counter
int GetFrameCounter() const { return m_FrameCounter; }
/**
* Set up the camera used for rendering the next scene; this includes
* setting OpenGL state like viewport, projection and modelview matrices.
@ -374,8 +365,6 @@ protected:
int m_Width;
// view height
int m_Height;
// frame counter
int m_FrameCounter;
// current terrain rendering mode
ERenderMode m_TerrainRenderMode;
// current model rendering mode
@ -411,8 +400,6 @@ protected:
void EnumCaps();
// per-frame renderer stats
Stats m_Stats;
// active textures on each unit
GLuint m_ActiveTextures[MaxTextureUnits];
// Additional state that is only available when the vertex shader
// render path is used (according to m_Options.m_RenderPath)
@ -486,12 +473,6 @@ public:
* Can be accessed via JS as renderer.skipSubmit
*/
bool m_SkipSubmit;
/**
* m_RenderTerritories:
* Turn territory boundary rendering on or off.
*/
bool m_RenderTerritories;
};