forked from bartvdbraak/blender
BGE cleanup: removing some unused code from GPC_Canvas.
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60812e0260
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b73793f636
@ -79,24 +79,6 @@ GPC_Canvas::~GPC_Canvas()
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}
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// void GPC_Canvas::InitPostRenderingContext(void)
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// {
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// glViewport(0, 0, m_width, m_height);
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// glMatrixMode(GL_PROJECTION);
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// glLoadIdentity();
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// glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
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// glMatrixMode(GL_MODELVIEW);
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// glLoadIdentity();
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// glEnable(GL_DEPTH_TEST);
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// glDepthFunc(GL_LESS);
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// glShadeModel(GL_SMOOTH);
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// }
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void GPC_Canvas::Resize(int width, int height)
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{
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m_width = width;
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@ -109,10 +91,6 @@ void GPC_Canvas::Resize(int width, int height)
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m_displayarea.m_y2 = height;
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}
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void GPC_Canvas::EndFrame()
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{
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}
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void GPC_Canvas::ClearColor(float r, float g, float b, float a)
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{
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@ -181,82 +159,6 @@ void GPC_Canvas::ClearBuffer(
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void
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GPC_Canvas::
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PushRenderState(
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CanvasRenderState & render_state
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) {
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#if 0
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::glMatrixMode(GL_PROJECTION);
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::glPushMatrix();
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::glMatrixMode(GL_MODELVIEW);
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::glPushMatrix();
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::glMatrixMode(GL_TEXTURE);
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::glPushMatrix();
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// Save old OpenGL settings
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::glGetIntegerv(GL_LIGHTING, (GLint*)&(render_state.oldLighting));
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::glGetIntegerv(GL_DEPTH_TEST, (GLint*)&(render_state.oldDepthTest));
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::glGetIntegerv(GL_FOG, (GLint*)&(render_state.oldFog));
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::glGetIntegerv(GL_TEXTURE_2D, (GLint*)&(render_state.oldTexture2D));
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::glGetIntegerv(GL_BLEND, (GLint*)&(render_state.oldBlend));
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::glGetIntegerv(GL_BLEND_SRC, (GLint*)&(render_state.oldBlendSrc));
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::glGetIntegerv(GL_BLEND_DST, (GLint*)&(render_state.oldBlendDst));
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::glGetFloatv(GL_CURRENT_COLOR, render_state.oldColor);
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::glGetIntegerv(GL_DEPTH_WRITEMASK,(GLint*)&(render_state.oldWriteMask));
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#else
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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#endif
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}
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void
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GPC_Canvas::
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PopRenderState(
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const CanvasRenderState & render_state
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) {
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#if 0
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// Restore OpenGL settings
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render_state.oldLighting ? ::glEnable(GL_LIGHTING) : glDisable(GL_LIGHTING);
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render_state.oldDepthTest ? ::glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
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render_state.oldFog ? ::glEnable(GL_FOG) : ::glDisable(GL_FOG);
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render_state.oldTexture2D ? ::glEnable(GL_TEXTURE_2D) : glDisable(GL_TEXTURE_2D);
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render_state.oldBlend ? glEnable(GL_BLEND) : ::glDisable(GL_BLEND);
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::glBlendFunc((GLenum)render_state.oldBlendSrc, (GLenum)render_state.oldBlendDst);
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render_state.oldWriteMask ? ::glEnable(GL_DEPTH_WRITEMASK) : glDisable(GL_DEPTH_WRITEMASK);
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::glColor4fv(render_state.oldColor);
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// Restore OpenGL matrices
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::glMatrixMode(GL_TEXTURE);
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::glPopMatrix();
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::glMatrixMode(GL_PROJECTION);
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::glPopMatrix();
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::glMatrixMode(GL_MODELVIEW);
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::glPopMatrix();
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#else
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glPopAttrib();
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#endif
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}
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void
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GPC_Canvas::
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SetOrthoProjection(
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) {
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// Set up OpenGL matrices
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::glViewport(0, 0, m_width, m_height);
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::glScissor(0, 0, m_width, m_height);
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::glMatrixMode(GL_PROJECTION);
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::glLoadIdentity();
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::glOrtho(0, m_width, 0, m_height, -1, 1);
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::glMatrixMode(GL_MODELVIEW);
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::glLoadIdentity();
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::glMatrixMode(GL_TEXTURE);
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::glLoadIdentity();
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}
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void
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GPC_Canvas::
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MakeScreenShot(
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const char* filename
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) {
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@ -114,7 +114,7 @@ public:
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*/
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void
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EndFrame(
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);
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) {};
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void SetViewPort(int x1, int y1, int x2, int y2);
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void UpdateViewPort(int x1, int y1, int x2, int y2);
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@ -140,37 +140,6 @@ public:
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virtual void MakeScreenShot(const char* filename);
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void ClearBuffer(int type);
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protected:
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struct CanvasRenderState {
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int oldLighting;
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int oldDepthTest;
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int oldFog;
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int oldTexture2D;
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int oldBlend;
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int oldBlendSrc;
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int oldBlendDst;
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float oldColor[4];
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int oldWriteMask;
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};
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void
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PushRenderState(
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CanvasRenderState & render_state
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);
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void
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PopRenderState(
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const CanvasRenderState & render_state
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);
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/**
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* Set up an orthogonal viewing,model and texture matrix
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* for banners and progress bars.
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*/
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void
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SetOrthoProjection(
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);
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};
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#endif /* __GPC_CANVAS_H__ */
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