Remove some unused parameters on R_SetupShader_Generic.
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 20 May 2018 20:43:24 +0000 (20:43 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 20 May 2018 20:43:24 +0000 (20:43 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12424 d7cf8633-e32d-0410-b094-e92efae38249

cl_particles.c
cl_screen.c
gl_draw.c
gl_rmain.c
r_explosion.c
render.h

index bf3c1d1..49654d8 100644 (file)
@@ -2554,7 +2554,7 @@ static void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rt
        // now render the decals all at once
        // (this assumes they all use one particle font texture!)
        GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-       R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false, false, true);
+       R_SetupShader_Generic(particletexture[63].texture, false, false, true);
        R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
        R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
 }
@@ -2884,7 +2884,7 @@ static void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const
                if (texture != particletexture[p->texnum].texture)
                {
                        texture = particletexture[p->texnum].texture;
-                       R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false, false, false);
+                       R_SetupShader_Generic(texture, false, false, false);
                }
 
                if (p->blendmode == PBLEND_INVMOD)
index 0c4a0bd..b3b8c4b 100644 (file)
@@ -2524,11 +2524,11 @@ static void SCR_DrawLoadingScreen (qboolean clear)
        if(loadingscreentexture)
        {
                R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f);
-               R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1, false, true, true);
+               R_SetupShader_Generic(loadingscreentexture, false, true, true);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        }
        R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreenpic_vertex3f, NULL, loadingscreenpic_texcoord2f);
-       R_SetupShader_Generic(Draw_GetPicTexture(loadingscreenpic), NULL, GL_MODULATE, 1, true, true, false);
+       R_SetupShader_Generic(Draw_GetPicTexture(loadingscreenpic), true, true, false);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        SCR_DrawLoadingStack();
 }
index b33200f..c7e6994 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -1498,7 +1498,7 @@ void DrawQ_FlushUI(void)
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                else
                        GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_SetupShader_Generic(tex->currentskinframe->base, NULL, GL_MODULATE, 1, (tex->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) ? false : true, true, false);
+               R_SetupShader_Generic(tex->currentskinframe->base, (tex->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) ? false : true, true, false);
                R_Mesh_Draw(surf->num_firstvertex, surf->num_vertices, surf->num_firsttriangle, surf->num_triangles, mod->surfmesh.data_element3i, NULL, 0, mod->surfmesh.data_element3s, NULL, 0);
        }
 
index d856d40..9799396 100644 (file)
@@ -1470,28 +1470,18 @@ static void R_GLSL_DumpShader_f(void)
        }
 }
 
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
+void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
 {
        dpuint64 permutation = 0;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
        permutation |= SHADERPERMUTATION_VIEWTINT;
-       if (first)
+       if (t)
                permutation |= SHADERPERMUTATION_DIFFUSE;
-       if (second)
-               permutation |= SHADERPERMUTATION_SPECULAR;
-       if (texturemode == GL_MODULATE)
-               permutation |= SHADERPERMUTATION_COLORMAPPING;
-       else if (texturemode == GL_ADD)
-               permutation |= SHADERPERMUTATION_GLOW;
-       else if (texturemode == GL_DECAL)
-               permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
        if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
                permutation |= SHADERPERMUTATION_GAMMARAMPS;
        if (suppresstexalpha)
                permutation |= SHADERPERMUTATION_REFLECTCUBE;
-       if (!second)
-               texturemode = GL_MODULATE;
        if (vid.allowalphatocoverage)
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
@@ -1500,9 +1490,7 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
                if (r_glsl_permutation->tex_Texture_First >= 0)
-                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
-               if (r_glsl_permutation->tex_Texture_Second >= 0)
-                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
+                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
                if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
                        R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
                break;
@@ -1511,7 +1499,7 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
 
 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
 {
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
+       R_SetupShader_Generic(NULL, usegamma, notrippy, false);
 }
 
 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
@@ -5244,7 +5232,7 @@ static void R_Bloom_MakeTexture(void)
        GL_Color(colorscale, colorscale, colorscale, 1);
        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
        // TODO: do boxfilter scale-down in shader?
-       R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
+       R_SetupShader_Generic(prev->colortexture[0], false, true, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
        // we now have a properly scaled bloom image
@@ -5263,7 +5251,7 @@ static void R_Bloom_MakeTexture(void)
                GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
                GL_Color(1,1,1,1); // no fix factor supported here
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
-               R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+               R_SetupShader_Generic(prev->colortexture[0], false, true, false);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
        }
@@ -5283,7 +5271,7 @@ static void R_Bloom_MakeTexture(void)
                // TODO: do offset blends using GLSL
                // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+               R_SetupShader_Generic(prev->colortexture[0], false, true, false);
                for (x = -range;x <= range;x++)
                {
                        if (!dir){xoffset = 0;yoffset = x;}
@@ -5377,7 +5365,7 @@ static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *v
                        GL_Color(1, 1, 1, cl.motionbluralpha);
                        R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
                        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
-                       R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
+                       R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
                }
@@ -9826,7 +9814,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                GL_DepthTest(true);
                GL_CullFace(GL_NONE);
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-               R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
+               R_SetupShader_Generic(decalskinframe->base, false, false, false);
                R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
        }
 }
index fda2ddf..1145549 100644 (file)
@@ -213,7 +213,7 @@ static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, cons
        R_EntityMatrix(&identitymatrix);
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1, false, false, false);
+       R_SetupShader_Generic(explosiontexture, false, false, false);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const explosion_t *e = explosion + surfacelist[surfacelistindex];
index a03e5fe..224b51b 100644 (file)
--- a/render.h
+++ b/render.h
@@ -610,7 +610,7 @@ typedef enum rsurfacepass_e
 }
 rsurfacepass_t;
 
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
+void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
 void R_SetupShader_Surface(const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);