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Eliminating obsolete #ifdefs and friends (#26)

The following options have been applied globally, using unifdef(1):
```c
 #undef BBGE_BUILD_DIRECTX

 #define BBGE_BUILD_OPENGL 1
 #define GL_GLEXT_LEGACY   1
 #define HAVE_PUTENV       1
 #define TIXML_USE_STL     1
 #define BBGE_BUILD_SDL    1
```
This commit is contained in:
Nicolas Braud-Santoni 2016-05-05 03:49:41 +02:00 committed by False.Genesis
parent dff33b0530
commit 276265be1d
54 changed files with 1 additions and 2248 deletions

View file

@ -59,7 +59,6 @@ int RenderObject::getTopLayer()
void RenderObject::applyBlendType()
{
#ifdef BBGE_BUILD_OPENGL
if (blendEnabled)
{
glEnable(GL_BLEND);
@ -84,42 +83,6 @@ void RenderObject::applyBlendType()
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
#endif
#ifdef BBGE_BUILD_DIRECTX
if (blendEnabled)
{
core->getD3DDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
switch (blendType)
{
case BLEND_DEFAULT:
core->getD3DDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
core->getD3DDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case BLEND_ADD:
core->getD3DDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
core->getD3DDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
//glBlendFunc(GL_SRC_ALPHA,GL_ONE);
break;
case BLEND_SUB:
core->getD3DDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
core->getD3DDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_SRCALPHA);
//glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
break;
}
core->getD3DDevice()->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
core->getD3DDevice()->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
}
else
{
core->getD3DDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
/*
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
*/
}
#endif
}
void RenderObject::setColorMult(const Vector &color, const float alpha)
@ -179,9 +142,6 @@ RenderObject::RenderObject()
motionBlurFrameOffset = 0;
motionBlur = false;
idx = -1;
#ifdef BBGE_BUILD_DIRECTX
useDXTransform = false;
#endif
_fv = false;
_fh = false;
updateCull = -1;
@ -255,7 +215,6 @@ bool RenderObject::isPieceFlippedHorizontal()
Vector RenderObject::getInvRotPosition(const Vector &vec)
{
#ifdef BBGE_BUILD_OPENGL
glPushMatrix();
glLoadIdentity();
@ -292,9 +251,6 @@ Vector RenderObject::getInvRotPosition(const Vector &vec)
glPopMatrix();
return Vector(x,y,z);
#elif BBGE_BUILD_DIRECTX
return vec;
#endif
}
#ifdef BBGE_USE_GLM
@ -327,7 +283,6 @@ static void matrixChain(RenderObject *ro)
if (RenderObject *parent = ro->getParent())
matrixChain(parent);
#ifdef BBGE_BUILD_OPENGL
glTranslatef(ro->position.x+ro->offset.x, ro->position.y+ro->offset.y, 0);
glRotatef(ro->rotation.z+ro->rotationOffset.z, 0, 0, 1);
glTranslatef(ro->beforeScaleOffset.x, ro->beforeScaleOffset.y, 0);
@ -338,7 +293,6 @@ static void matrixChain(RenderObject *ro)
glRotatef(180, 0, 1, 0);
}
glTranslatef(ro->internalOffset.x, ro->internalOffset.y, 0);
#endif
}
#endif
@ -369,7 +323,6 @@ Vector RenderObject::getWorldCollidePosition(const Vector &vec)
return Vector(transformMatrix[3][0], transformMatrix[3][1], 0);
#else
#ifdef BBGE_BUILD_OPENGL
glPushMatrix();
glLoadIdentity();
@ -383,9 +336,6 @@ Vector RenderObject::getWorldCollidePosition(const Vector &vec)
glPopMatrix();
return Vector(x,y,0);
#elif BBGE_BUILD_DIRECTX
return vec;
#endif
#endif
}
@ -656,19 +606,13 @@ void RenderObject::renderCall()
position += offset;
#ifdef BBGE_BUILD_DIRECTX
if (!RENDEROBJECT_FASTTRANSFORM)
core->getD3DMatrixStack()->Push();
#endif
#ifdef BBGE_BUILD_OPENGL
if (!RENDEROBJECT_FASTTRANSFORM)
glPushMatrix();
if (!RENDEROBJECT_SHAREATTRIBUTES)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
}
#endif
if (!RENDEROBJECT_FASTTRANSFORM)
@ -685,7 +629,6 @@ void RenderObject::renderCall()
{
if (followCamera == 1)
{
#ifdef BBGE_BUILD_OPENGL
glLoadIdentity();
glScalef(core->globalResolutionScale.x, core->globalResolutionScale.y,0);
glTranslatef(position.x, position.y, position.z);
@ -696,24 +639,11 @@ void RenderObject::renderCall()
}
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
#endif
#ifdef BBGE_BUILD_DIRECTX
core->getD3DMatrixStack()->LoadIdentity();
core->scaleMatrixStack(core->globalResolutionScale.x, core->globalResolutionScale.y,0);
core->translateMatrixStack(position.x, position.y, 0);
if (isfh())
{
//HACK: disable cull ->
core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 1, 0), D3DXToRadian(180));
}
core->rotateMatrixStack(rotation.z + rotationOffset.z);
#endif
}
else
{
Vector pos = getFollowCameraPosition();
#ifdef BBGE_BUILD_OPENGL
glTranslatef(pos.x, pos.y, pos.z);
if (isfh())
{
@ -721,29 +651,13 @@ void RenderObject::renderCall()
glRotatef(180, 0, 1, 0);
}
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
#endif
#ifdef BBGE_BUILD_DIRECTX
core->translateMatrixStack(pos.x, pos.y, 0);
if (isfh())
{
//HACK: disable cull ->
core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 1, 0), D3DXToRadian(180));
}
core->rotateMatrixStack(rotation.z + rotationOffset.z);
#endif
}
}
else
{
#ifdef BBGE_BUILD_OPENGL
glTranslatef(position.x, position.y, position.z);
#endif
#ifdef BBGE_BUILD_DIRECTX
core->translateMatrixStack(position.x, position.y, 0);
#endif
#ifdef BBGE_BUILD_OPENGL
if (RenderObject::renderPaths && position.data && position.data->path.getNumPathNodes() > 0)
{
glLineWidth(4);
@ -770,8 +684,6 @@ void RenderObject::renderCall()
}
glEnd();
}
#endif
#ifdef BBGE_BUILD_OPENGL
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
if (isfh())
@ -779,34 +691,11 @@ void RenderObject::renderCall()
//glDisable(GL_CULL_FACE);
glRotatef(180, 0, 1, 0);
}
#endif
#ifdef BBGE_BUILD_DIRECTX
//core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 0, 1), rotation.z+rotationOffset.z);
core->rotateMatrixStack(rotation.z + rotationOffset.z);
if (isfh())
{
//HACK: disable cull
core->getD3DDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//core->getD3DMatrixStack()->Scale(-1, 1, 1);
//core->applyMatrixStackToWorld();
core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 1, 0), D3DXToRadian(180));
//core->applyMatrixStackToWorld();
}
#endif
}
#ifdef BBGE_BUILD_OPENGL
glTranslatef(beforeScaleOffset.x, beforeScaleOffset.y, beforeScaleOffset.z);
glScalef(scale.x, scale.y, 1);
glTranslatef(internalOffset.x, internalOffset.y, internalOffset.z);
#endif
#ifdef BBGE_BUILD_DIRECTX
core->translateMatrixStack(beforeScaleOffset.x, beforeScaleOffset.y, 0);
core->scaleMatrixStack(scale.x, scale.y, 1);
core->translateMatrixStack(internalOffset.x, internalOffset.y, 0);
core->applyMatrixStackToWorld();
#endif
//glDisable(GL_CULL_FACE);
@ -844,41 +733,27 @@ void RenderObject::renderCall()
//if (useColor)
{
#ifdef BBGE_BUILD_OPENGL
if (rlayer)
glColor4f(color.x * rlayer->color.x, color.y * rlayer->color.y, color.z * rlayer->color.z, alpha.x*alphaMod);
else
glColor4f(color.x, color.y, color.z, alpha.x*alphaMod);
#elif defined(BBGE_BUILD_DIRECTX)
core->setColor(color.x, color.y, color.z, alpha.x*alphaMod);
#endif
}
if (texture)
{
#ifdef BBGE_BUILD_OPENGL
if (texture->textures[0] != lastTextureApplied || repeatTexture != lastTextureRepeat)
{
texture->apply(repeatTexture);
lastTextureRepeat = repeatTexture;
lastTextureApplied = texture->textures[0];
}
#endif
#ifdef BBGE_BUILD_DIRECTX
texture->apply(repeatTexture);
#endif
}
else
{
if (lastTextureApplied != 0 || repeatTexture != lastTextureRepeat)
{
#ifdef BBGE_BUILD_OPENGL
glBindTexture(GL_TEXTURE_2D, 0);
#endif
#ifdef BBGE_BUILD_DIRECTX
core->bindTexture(0, 0);
#endif
lastTextureApplied = 0;
lastTextureRepeat = repeatTexture;
}
@ -922,13 +797,7 @@ void RenderObject::renderCall()
if (!RENDEROBJECT_FASTTRANSFORM)
{
#ifdef BBGE_BUILD_OPENGL
glPopMatrix();
#endif
#ifdef BBGE_BUILD_DIRECTX
core->getD3DMatrixStack()->Pop();
core->applyMatrixStackToWorld();
#endif
}
@ -939,7 +808,6 @@ void RenderObject::renderCollision()
{
if (!collisionRects.empty())
{
#ifdef BBGE_BUILD_OPENGL
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
@ -974,12 +842,10 @@ void RenderObject::renderCollision()
glDisable(GL_BLEND);
glPopAttrib();
#endif
}
if (!collisionMask.empty())
{
#ifdef BBGE_BUILD_OPENGL
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
@ -1023,7 +889,6 @@ void RenderObject::renderCollision()
glPopAttrib();
//glTranslatef(offset.x, offset.y,0);
#endif
}
else if (collideRadius > 0)
{