Removed remnants of the old and obsolete VR implementation

This commit is contained in:
zicodxx 2012-05-27 00:24:55 +02:00
parent 847d1515cc
commit c23e75a79d
6 changed files with 12 additions and 74 deletions

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@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20120527
--------
editor/med.c, main/game.c, main/game.h, main/gamerend.c, main/menu.c: Removed remnants of the old and obsolete VR implementation
20120526
--------
main/collide.c: Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects

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@ -92,12 +92,11 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
int initializing;
//these are instances of canvases, pointed to by variables below
grs_canvas _canv_editor_game; //the game on the editor screen
grs_canvas _canv_editor_game, _canv_editor; //the game on the editor screen, the canvas that the editor writes to
//these are pointers to our canvases
grs_canvas *Canv_editor; //the editor screen
grs_canvas *Canv_editor_game=&_canv_editor_game; //the game on the editor screen
grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
window *Pad_info; // Keypad text
@ -428,9 +427,9 @@ void init_editor()
//Editor renders into full (320x200) game screen
game_init_render_buffers(320, 200, VR_NONE);
gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT );
Canv_editor = &VR_editor_canvas;
game_init_render_buffers(320, 200);
gr_init_sub_canvas( &_canv_editor, &grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT );
Canv_editor = &_canv_editor;
gr_set_current_canvas( Canv_editor );
init_editor_screen(); // load the main editor dialog
gr_set_current_canvas( NULL );

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@ -107,22 +107,7 @@ int Mark_count = 0; // number of debugging marks set
static fix64 last_timer_value=0;
fix ThisLevelTime=0;
fix VR_eye_width = F1_0;
int VR_render_mode = VR_NONE;
int VR_low_res = 3; // Default to low res
int VR_show_hud = 1;
int VR_sensitivity = 1; // 0 - 2
//NEWVR
int VR_eye_offset = 0;
int VR_eye_switch = 0;
int VR_eye_offset_changed = 0;
int VR_use_reg_code = 0;
grs_canvas Screen_3d_window; // The rectangle for rendering the mine to
grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
int force_cockpit_redraw=0;
int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
@ -195,7 +180,7 @@ void init_cockpit()
if (Screen_mode != SCREEN_GAME)
return;
if (( Screen_mode == SCREEN_EDITOR ) || ( VR_render_mode != VR_NONE ))
if ( Screen_mode == SCREEN_EDITOR )
PlayerCfg.CockpitMode[1] = CM_FULL_SCREEN;
#ifndef OGL
@ -269,40 +254,12 @@ void game_init_render_sub_buffers( int x, int y, int w, int h )
{
gr_clear_canvas(0);
gr_init_sub_canvas( &Screen_3d_window, &grd_curscreen->sc_canvas, x, y, w, h );
gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
}
// Sets up the canvases we will be rendering to
void game_init_render_buffers(int render_w, int render_h, int render_method )
void game_init_render_buffers(int render_w, int render_h )
{
VR_render_mode = render_method;
if (VR_offscreen_buffer) {
gr_free_canvas(VR_offscreen_buffer);
}
if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
if ( render_h*2 < 200 )
VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
else
VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
} else {
if ( render_h < 200 )
VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
else
VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
#ifdef OGL
VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
#endif
gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
}
game_init_render_sub_buffers( 0, 0, render_w, render_h );
}
@ -1076,11 +1033,6 @@ void game()
//called at the end of the program
void close_game()
{
if (VR_offscreen_buffer) {
gr_free_canvas(VR_offscreen_buffer);
VR_offscreen_buffer = NULL;
}
close_gauges();
restore_effect_bitmap_icons();
}

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@ -181,21 +181,7 @@ void show_boxed_message(char *msg, int RenderFlag);
// turns off rear view & rear view cockpit
void reset_rear_view(void);
#define VR_NONE 0 //viewing the game screen
#define VR_AREA_DET 1 //viewing with the stereo area determined method
#define VR_INTERLACED 2 //viewing with the stereo interlaced method
extern ubyte VR_switch_eyes;
extern fix VR_eye_width;
extern int VR_render_mode;
extern int VR_compatible_menus;
extern grs_canvas *VR_offscreen_buffer; // The offscreen data buffer
extern grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
extern grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
extern grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
extern grs_canvas VR_screen_sub_pages[2]; // Two sub pages of VRAM if paging is available
void game_init_render_buffers (int render_max_w, int render_max_h, int render_method);
void game_init_render_buffers (int render_max_w, int render_max_h);
void game_render_frame_mono(int flip);
void game_leave_menus(void);

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@ -421,9 +421,6 @@ void update_cockpits()
PIGGY_PAGE_IN(cockpit_bitmap[PlayerCfg.CockpitMode[1]]);
bm = &GameBitmaps[cockpit_bitmap[PlayerCfg.CockpitMode[1]].index];
//Redraw the on-screen cockpit bitmaps
if (VR_render_mode != VR_NONE ) return;
switch( PlayerCfg.CockpitMode[1] ) {
case CM_FULL_COCKPIT:
gr_set_current_canvas(NULL);

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@ -969,7 +969,7 @@ void change_res()
WINDOW_SEND_EVENT(Game_wind, EVENT_WINDOW_DEACTIVATED);
}
}
game_init_render_buffers(SM_W(Game_screen_mode), SM_H(Game_screen_mode), VR_NONE);
game_init_render_buffers(SM_W(Game_screen_mode), SM_H(Game_screen_mode));
}
}