Remove unused dead terrain code. From ticket:1616 by i-NoD.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9886 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
d6416c34eb
commit
232a070ce2
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@ -96,12 +96,6 @@ typedef struct {SDWORD texPage; SWORD tu, tv, tw, th;} PIEIMAGE; /**< An area of
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extern void pie_Draw3DShape(iIMDShape *shape, int frame, int team, PIELIGHT colour, PIELIGHT specular, int pieFlag, int pieData);
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extern void pie_Draw3DShape(iIMDShape *shape, int frame, int team, PIELIGHT colour, PIELIGHT specular, int pieFlag, int pieData);
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extern void pie_DrawImage(const PIEIMAGE *image, const PIERECT *dest);
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extern void pie_DrawImage(const PIEIMAGE *image, const PIERECT *dest);
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void pie_TerrainInit(int sizex, int sizey);
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void pie_TerrainCleanup(void);
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void pie_DrawTerrain(int x1, int y1, int x2, int y2);
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void pie_DrawTerrainTriangle(int x, int y, int triangle, const TERRAIN_VERTEX *aVrts);
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void pie_DrawWaterTriangle(const TERRAIN_VERTEX *aVrts);
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extern void pie_GetResetCounts(unsigned int* pPieCount, unsigned int* pTileCount, unsigned int* pPolyCount, unsigned int* pStateCount);
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extern void pie_GetResetCounts(unsigned int* pPieCount, unsigned int* pTileCount, unsigned int* pPolyCount, unsigned int* pStateCount);
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/** Setup stencil shadows and OpenGL lighting. */
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/** Setup stencil shadows and OpenGL lighting. */
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@ -45,12 +45,6 @@
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#define TRIANGLES_PER_TILE 2
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#define TRIANGLES_PER_TILE 2
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#define VERTICES_PER_TILE (TRIANGLES_PER_TILE * VERTICES_PER_TRIANGLE)
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#define VERTICES_PER_TILE (TRIANGLES_PER_TILE * VERTICES_PER_TRIANGLE)
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static GLubyte *aColour = NULL;
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static GLfloat *aTexCoord = NULL;
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static GLfloat *aVertex = NULL;
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static GLint allocX = 0, allocY = 0;
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static size_t sizeColour = 0, sizeTexCoord = 0, sizeVertex = 0;
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extern BOOL drawing_interface;
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extern BOOL drawing_interface;
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/*
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/*
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@ -747,114 +741,6 @@ void pie_DrawImage(const PIEIMAGE *image, const PIERECT *dest)
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glEnd();
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glEnd();
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}
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}
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static inline void pie_ClearArrays(void)
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{
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memset(aColour, 0, sizeColour);
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memset(aVertex, 0, sizeVertex);
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}
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void pie_TerrainInit(int sizex, int sizey)
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{
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int size = sizex * sizey;
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assert(sizex > 0 && sizey > 0);
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pie_TerrainCleanup();
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sizeColour = size * sizeof(GLubyte) * COLOUR_COMPONENTS * VERTICES_PER_TILE;
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sizeTexCoord = size * sizeof(GLfloat) * TEXCOORD_COMPONENTS * VERTICES_PER_TILE;
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sizeVertex = size * sizeof(GLfloat) * VERTEX_COMPONENTS * VERTICES_PER_TILE;
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aColour = malloc(sizeColour);
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aTexCoord = malloc(sizeTexCoord);
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aVertex = malloc(sizeVertex);
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allocX = sizex;
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allocY = sizey;
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pie_ClearArrays(); // hack, removes seams
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}
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void pie_TerrainCleanup()
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{
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if (aColour)
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{
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free(aColour);
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}
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if (aTexCoord)
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{
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free(aTexCoord);
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}
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if (aVertex)
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{
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free(aVertex);
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}
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aColour = NULL;
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aTexCoord = NULL;
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aVertex = NULL;
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}
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void pie_DrawTerrain(int x1, int y1, int x2, int y2)
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{
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int y;
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assert(x1 >= 0 && y1 >= 0 && x2 < allocX && y2 < allocY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glColorPointer(COLOUR_COMPONENTS, GL_UNSIGNED_BYTE, 0, aColour);
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glTexCoordPointer(TEXCOORD_COMPONENTS, GL_FLOAT, 0, aTexCoord);
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glVertexPointer(VERTEX_COMPONENTS, GL_FLOAT, 0, aVertex);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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for (y = y1; y < y2; y++)
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{
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glDrawArrays(GL_TRIANGLES, (y * allocX + x1) * VERTICES_PER_TILE, (x2 - x1) * VERTICES_PER_TILE);
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}
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pie_ClearArrays();
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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// index gives us the triangle
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void pie_DrawTerrainTriangle(int x, int y, int triangle, const TERRAIN_VERTEX *aVrts)
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{
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int i, j;
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assert(x >= 0 && y >= 0 && triangle >= 0 && triangle < 3 && aVrts);
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j = (y * allocX + x) * VERTICES_PER_TILE + triangle * VERTICES_PER_TRIANGLE;
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tileCount++;
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for ( i = 0; i < 3; i++ )
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{
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aColour[j * COLOUR_COMPONENTS + 0] = aVrts[i].light.byte.r;
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aColour[j * COLOUR_COMPONENTS + 1] = aVrts[i].light.byte.g;
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aColour[j * COLOUR_COMPONENTS + 2] = aVrts[i].light.byte.b;
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aColour[j * COLOUR_COMPONENTS + 3] = aVrts[i].light.byte.a;
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aTexCoord[j * TEXCOORD_COMPONENTS + 0] = aVrts[i].u;
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aTexCoord[j * TEXCOORD_COMPONENTS + 1] = aVrts[i].v;
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aVertex[j * VERTEX_COMPONENTS + 0] = aVrts[i].pos.x;
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aVertex[j * VERTEX_COMPONENTS + 1] = aVrts[i].pos.y;
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aVertex[j * VERTEX_COMPONENTS + 2] = aVrts[i].pos.z;
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j++;
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}
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}
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void pie_DrawWaterTriangle(const TERRAIN_VERTEX *aVrts)
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{
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unsigned int i = 0;
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/* Since this is only used from within source for the terrain draw - we can backface cull the polygons. */
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tileCount++;
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glBegin(GL_TRIANGLE_FAN);
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for ( i = 0; i < 3; i++ )
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{
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glColor4ubv(aVrts[i].light.vector);
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glTexCoord2f(aVrts[i].u, aVrts[i].v);
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glVertex3f( aVrts[i].pos.x, aVrts[i].pos.y, aVrts[i].pos.z );
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}
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glEnd();
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}
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void pie_GetResetCounts(unsigned int* pPieCount, unsigned int* pTileCount, unsigned int* pPolyCount, unsigned int* pStateCount)
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void pie_GetResetCounts(unsigned int* pPieCount, unsigned int* pTileCount, unsigned int* pPolyCount, unsigned int* pStateCount)
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{
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{
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*pPieCount = pieCount;
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*pPieCount = pieCount;
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@ -945,9 +945,6 @@ BOOL init3DView(void)
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/* Make sure and change these to comply with map.c */
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/* Make sure and change these to comply with map.c */
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imdRot.x = -35;
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imdRot.x = -35;
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/* Initialize vertex arrays */
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pie_TerrainInit(visibleTiles.y+1, visibleTiles.x+1);
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/* Get all the init stuff out of here? */
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/* Get all the init stuff out of here? */
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initWarCam();
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initWarCam();
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@ -503,7 +503,6 @@ void systemShutdown(void)
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iV_ShutDown();
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iV_ShutDown();
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levShutDown();
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levShutDown();
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widgShutDown();
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widgShutDown();
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pie_TerrainCleanup();
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fpathShutdown();
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fpathShutdown();
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