Remove unused class

This commit is contained in:
Magnus Norddahl 2024-09-01 23:47:16 +02:00
commit 4b0d4a210a
5 changed files with 0 additions and 167 deletions

View file

@ -1122,7 +1122,6 @@ set (PCH_SOURCES
common/rendering/hwrenderer/data/hw_collision.cpp
common/rendering/hwrenderer/data/hw_levelmesh.cpp
common/rendering/hwrenderer/data/hw_meshbuilder.cpp
common/rendering/hwrenderer/data/hw_mesh.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocessshader.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp

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@ -1,111 +0,0 @@
#include "hw_mesh.h"
#include "v_video.h"
#include "cmdlib.h"
#define USE_MESH_VERTEX_BUFFER
void Mesh::Draw(FRenderState& renderstate)
{
#ifdef USE_MESH_VERTEX_BUFFER
if (!mVertexBuffer && mVertices.Size() != 0)
{
static const FVertexBufferAttribute format[] =
{
{ 0, VATTR_VERTEX, VFmt_Float4, (int)myoffsetof(FFlatVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FFlatVertex, u) },
{ 0, VATTR_LIGHTMAP, VFmt_Float2, (int)myoffsetof(FFlatVertex, lu) },
};
mVertexBuffer.reset(screen->CreateVertexBuffer(1, 3, sizeof(FFlatVertex), format));
mVertexBuffer->SetData(mVertices.Size() * sizeof(FFlatVertex), mVertices.Data(), BufferUsageType::Static);
}
if (mVertexBuffer)
renderstate.SetVertexBuffer(mVertexBuffer.get(), 0, 0);
#else
auto pair = renderstate.AllocVertices(mVertices.Size());
memcpy(pair.first, mVertices.Data(), mVertices.Size() * sizeof(FFlatVertex));
#endif
MeshApplyState origState;
origState.applyData.RenderStyle = renderstate.mRenderStyle;
origState.applyData.SpecialEffect = renderstate.mSpecialEffect;
origState.applyData.TextureEnabled = renderstate.mTextureEnabled;
origState.applyData.FogEnabled = renderstate.mFogEnabled;
origState.applyData.BrightmapEnabled = renderstate.mBrightmapEnabled;
origState.applyData.TextureClamp = renderstate.mTextureClamp;
origState.applyData.TextureMode = renderstate.mTextureMode;
origState.applyData.TextureModeFlags = renderstate.mTextureModeFlags;
origState.surfaceUniforms = renderstate.mSurfaceUniforms;
origState.material = renderstate.mMaterial;
origState.textureMatrix.loadIdentity();
int applyIndex = -1;
int depthFunc = -1;
for (const MeshDrawCommand& cmd : mDraws)
{
bool apply = applyIndex != cmd.ApplyIndex;
if (apply)
{
int newDepthFunc = mApplys[cmd.ApplyIndex].applyData.DepthFunc;
if (depthFunc != newDepthFunc)
{
depthFunc = newDepthFunc;
renderstate.SetDepthFunc(depthFunc);
}
applyIndex = cmd.ApplyIndex;
Apply(renderstate, mApplys[cmd.ApplyIndex]);
}
#ifdef USE_MESH_VERTEX_BUFFER
renderstate.Draw(cmd.DrawType, cmd.Start, cmd.Count, apply);
#else
renderstate.Draw(cmd.DrawType, pair.second + cmd.Start, cmd.Count, apply);
#endif
}
#ifdef USE_MESH_VERTEX_BUFFER
if (mVertexBuffer)
renderstate.SetFlatVertexBuffer();
#endif
for (const MeshDrawCommand& cmd : mIndexedDraws)
{
bool apply = applyIndex != cmd.ApplyIndex;
if (apply)
{
int newDepthFunc = mApplys[cmd.ApplyIndex].applyData.DepthFunc;
if (depthFunc != newDepthFunc)
{
depthFunc = newDepthFunc;
renderstate.SetDepthFunc(depthFunc);
}
applyIndex = cmd.ApplyIndex;
Apply(renderstate, mApplys[cmd.ApplyIndex]);
}
renderstate.DrawIndexed(cmd.DrawType, cmd.Start, cmd.Count, apply);
}
Apply(renderstate, origState);
}
void Mesh::Apply(FRenderState& renderstate, const MeshApplyState& state)
{
renderstate.mRenderStyle = state.applyData.RenderStyle;
renderstate.mSpecialEffect = state.applyData.SpecialEffect;
renderstate.mTextureEnabled = state.applyData.TextureEnabled;
renderstate.mFogEnabled = state.applyData.FogEnabled;
renderstate.mBrightmapEnabled = state.applyData.BrightmapEnabled;
renderstate.mTextureClamp = state.applyData.TextureClamp;
renderstate.mTextureMode = state.applyData.TextureMode;
renderstate.mTextureModeFlags = state.applyData.TextureModeFlags;
renderstate.mSurfaceUniforms = state.surfaceUniforms;
renderstate.mMaterial = state.material;
renderstate.SetTextureMatrix(state.textureMatrix);
}

View file

@ -1,20 +0,0 @@
#pragma once
#include "hw_meshbuilder.h"
class Mesh
{
public:
void Draw(FRenderState& renderstate);
private:
void Apply(FRenderState& renderstate, const MeshApplyState& apply);
TArray<MeshApplyState> mApplys;
TArray<MeshDrawCommand> mDraws;
TArray<MeshDrawCommand> mIndexedDraws;
TArray<FFlatVertex> mVertices;
std::unique_ptr<IBuffer> mVertexBuffer;
friend class MeshBuilder;
};

View file

@ -1,6 +1,5 @@
#include "hw_meshbuilder.h"
#include "hw_mesh.h"
#include "v_video.h"
MeshBuilder::MeshBuilder()
@ -79,38 +78,6 @@ void MeshBuilder::Apply()
mDrawLists = &mSortedLists[state];
}
std::unique_ptr<Mesh> MeshBuilder::Create()
{
if (mSortedLists.empty())
return {};
auto mesh = std::make_unique<Mesh>();
int applyIndex = 0;
for (auto& it : mSortedLists)
{
mesh->mApplys.Push(it.first);
for (MeshDrawCommand& command : it.second.mDraws)
{
command.ApplyIndex = applyIndex;
mesh->mDraws.Push(command);
}
for (MeshDrawCommand& command : it.second.mIndexedDraws)
{
command.ApplyIndex = applyIndex;
mesh->mIndexedDraws.Push(command);
}
applyIndex++;
}
// To do: the various mesh layers have to share the vertex buffer since some vertex allocations happen at the Process stage
//mesh->mVertices = std::move(mVertices);
//mVertices.Clear();
mesh->mVertices = mVertices;
return mesh;
}
std::pair<FFlatVertex*, unsigned int> MeshBuilder::AllocVertices(unsigned int count)
{
unsigned int offset = mVertices.Reserve(count);

View file

@ -105,8 +105,6 @@ public:
void EnableStencil(bool on) override { }
void EnableDepthTest(bool on) override { }
std::unique_ptr<Mesh> Create();
struct DrawLists
{
TArray<MeshDrawCommand> mDraws;