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7 changes: 0 additions & 7 deletions src/engine/qcommon/q_shared.h
Original file line number Diff line number Diff line change
Expand Up @@ -1892,13 +1892,6 @@ inline vec_t VectorNormalize2( const vec3_t v, vec3_t out )

using GameStateCSs = std::array<std::string, MAX_CONFIGSTRINGS>;

// TODO(0.56): NUKE all
#define REF_FORCE_DLIGHT ( 1 << 31 ) // RF, passed in through overdraw parameter, force this dlight under all conditions
#define REF_JUNIOR_DLIGHT ( 1 << 30 ) // (SA) this dlight does not light surfaces. it only affects dynamic light grid
#define REF_DIRECTED_DLIGHT ( 1 << 29 ) // ydnar: global directional light, origin should be interpreted as a normal vector
#define REF_RESTRICT_DLIGHT ( 1 << 1 ) // dlight is restricted to following entities
#define REF_INVERSE_DLIGHT ( 1 << 0 ) // inverse dlight for dynamic shadows

// bit field limits
#define MAX_STATS 16
#define MAX_PERSISTANT 16
Expand Down
1 change: 0 additions & 1 deletion src/engine/renderer/GLUtils.h
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,6 @@ struct GLConfig

int colorBits;

glDriverType_t driverType;
glHardwareType_t hardwareType;

textureCompression_t textureCompression;
Expand Down
6 changes: 0 additions & 6 deletions src/engine/renderer/tr_local.h
Original file line number Diff line number Diff line change
Expand Up @@ -962,12 +962,6 @@ enum
struct Material;
struct MaterialSurface;

// [implicit only] enable lightmapping, front-side culling, disable (non-BSP) vertex colors, disable blending
// TODO(0.56): move to the public RegisterShaderFlags_t interface
#define RSF_3D ( BIT( 30 ) )

#define RSF_BSP ( BIT ( 29 ) )

using stageRenderer_t = void(*)(shaderStage_t *);
using stageShaderBuildMarker_t = void(*)(const shaderStage_t*);
using surfaceDataUpdater_t = void(*)(uint32_t*, shaderStage_t*, bool, bool);
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8 changes: 1 addition & 7 deletions src/engine/renderer/tr_scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -283,7 +283,7 @@ RE_AddDynamicLightToScene
ydnar: modified dlight system to support separate radius and intensity
=====================
*/
void RE_AddDynamicLightToScene( const vec3_t org, float radius, float r, float g, float b, int flags )
void RE_AddDynamicLightToScene( const vec3_t org, float radius, float r, float g, float b, int /*flags*/)
{
if ( !glConfig.realtimeLighting || !r_drawDynamicLights.Get() )
{
Expand All @@ -305,12 +305,6 @@ void RE_AddDynamicLightToScene( const vec3_t org, float radius, float r, float g
return;
}

if ( flags & REF_INVERSE_DLIGHT )
{
Log::Warn( "REF_INVERSE_DLIGHT not implemtented" );
return;
}

refLight_t *light = &backEndData[ tr.smpFrame ]->lights[ r_numLights++ ];

light->rlType = refLightType_t::RL_OMNI;
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3 changes: 0 additions & 3 deletions src/engine/renderer/tr_shader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6231,9 +6231,6 @@ shader_t *R_FindShader( const char *name, int flags )
return tr.defaultShader;
}

// TODO(0.56): RSF_DEFAULT should be 0!
flags &= ~RSF_DEFAULT;

COM_StripExtension3( name, strippedName, sizeof( strippedName ) );

hash = generateHashValue( strippedName, FILE_HASH_SIZE );
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26 changes: 8 additions & 18 deletions src/engine/renderer/tr_types.h
Original file line number Diff line number Diff line change
Expand Up @@ -57,16 +57,11 @@ using bool8_t = uint8_t;
#define MAX_ENTITIES MAX_REF_ENTITIES // RB: for compatibility

// renderfx flags
#define RF_MINLIGHT 0x000001 // always have some light (viewmodel, some items)
#define RF_THIRD_PERSON 0x000002 // don't draw through eyes, only mirrors (player bodies, chat sprites)
#define RF_FIRST_PERSON 0x000004 // only draw through eyes (view weapon, damage blood blob)
#define RF_DEPTHHACK 0x000008 // for view weapon Z crunching
#define RF_NOSHADOW 0x000010 // don't add stencil shadows

#define RF_LIGHTING_ORIGIN 0x000020 // use refEntity->lightingOrigin instead of refEntity->origin
// for lighting. This allows entities to sink into the floor
// with their origin going solid, and allows all parts of a
// player to get the same lighting
#define RF_SWAPCULL 0x000040 // swap CT_FRONT_SIDED and CT_BACK_SIDED

// refdef flags
Expand All @@ -87,10 +82,13 @@ using glIndex_t = unsigned int;
// shader was auto-generated from an image.
enum RegisterShaderFlags_t {
// nothing
RSF_DEFAULT = BIT( 0 ),
RSF_DEFAULT = 0,

// [implicit only] alter filter and wrap type
RSF_2D = BIT( 1 ),
RSF_2D = BIT( 0 ),

// [implicit only] enable lightmapping, front-side culling, disable (non-BSP) vertex colors, disable blending
RSF_3D = BIT( 1 ),

// load images without mipmaps
RSF_NOMIP = BIT( 2 ),
Expand All @@ -103,6 +101,9 @@ enum RegisterShaderFlags_t {

// when the shader is used on an entity sprite, face view direction instead of viewer
RSF_SPRITE = BIT( 6 ),

// Probably not useful for cgame. Signals that vertex colors are light values
RSF_BSP = BIT ( 30 ),
};

struct polyVert_t
Expand Down Expand Up @@ -175,8 +176,6 @@ struct refEntity_t
qhandle_t hModel; // opaque type outside refresh

// most recent data
vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN)

vec3_t axis[ 3 ]; // rotation vectors
bool8_t nonNormalizedAxes; // axis are not normalized, i.e. they have scale
vec3_t origin;
Expand Down Expand Up @@ -251,15 +250,6 @@ enum class textureCompression_t
TC_EXT_COMP_S3TC
};

// TODO(0.56): remove.
enum class glDriverType_t
{
GLDRV_UNKNOWN = -1,
GLDRV_ICD,
GLDRV_STANDALONE,
GLDRV_OPENGL3,
};

// Keep the list in sdl_glimp.c:reportHardwareType in sync with this
enum class glHardwareType_t
{
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2 changes: 0 additions & 2 deletions src/engine/sys/sdl_glimp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2683,8 +2683,6 @@ of OpenGL
*/
bool GLimp_Init()
{
glConfig.driverType = glDriverType_t::GLDRV_OPENGL3;

r_sdlDriver = Cvar_Get( "r_sdlDriver", "", CVAR_ROM );
r_allowResize = Cvar_Get( "r_allowResize", "0", CVAR_LATCH );
r_displayIndex = Cvar_Get( "r_displayIndex", "0", 0 );
Expand Down
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