GOOENGINE: More cleanup

This commit is contained in:
2026-02-05 17:04:08 -06:00
parent aa25d358ef
commit 97b553f61b
3 changed files with 0 additions and 53 deletions
-11
View File
@@ -588,10 +588,6 @@ void DRW_view_winmat_get(const DRWView *view, float mat[4][4], bool inverse);
void DRW_view_viewmat_get(const DRWView *view, float mat[4][4], bool inverse);
void DRW_view_persmat_get(const DRWView *view, float mat[4][4], bool inverse);
/**
* \return world space frustum corners.
*/
void DRW_view_frustum_corners_get(const DRWView *view, BoundBox *corners);
/**
* \return world space frustum sides as planes.
* See #draw_frustum_culling_planes_calc() for the plane order.
@@ -730,13 +726,6 @@ void DRW_draw_callbacks_post_scene();
*/
void DRW_state_reset_ex(DRWState state);
void DRW_state_reset();
/**
* Use with care, intended so selection code can override passes depth settings,
* which is important for selection to work properly.
*
* Should be set in main draw loop, cleared afterwards
*/
void DRW_state_lock(DRWState state);
/* Selection. */
@@ -2050,11 +2050,6 @@ void DRW_view_clip_planes_set(DRWView *view, float (*planes)[4], int plane_len)
}
}
void DRW_view_frustum_corners_get(const DRWView *view, BoundBox *corners)
{
memcpy(corners, &view->frustum_corners, sizeof(view->frustum_corners));
}
std::array<float4, 6> DRW_view_frustum_planes_get(const DRWView *view)
{
std::array<float4, 6> planes;
@@ -278,43 +278,6 @@ static void drw_state_validate()
}
}
void DRW_state_lock(DRWState state)
{
DST.state_lock = state;
/* We must get the current state to avoid overriding it. */
/* Not complete, but that just what we need for now. */
if (state & DRW_STATE_WRITE_DEPTH) {
SET_FLAG_FROM_TEST(DST.state, GPU_depth_mask_get(), DRW_STATE_WRITE_DEPTH);
}
if (state & DRW_STATE_DEPTH_TEST_ENABLED) {
DST.state &= ~DRW_STATE_DEPTH_TEST_ENABLED;
switch (GPU_depth_test_get()) {
case GPU_DEPTH_ALWAYS:
DST.state |= DRW_STATE_DEPTH_ALWAYS;
break;
case GPU_DEPTH_LESS:
DST.state |= DRW_STATE_DEPTH_LESS;
break;
case GPU_DEPTH_LESS_EQUAL:
DST.state |= DRW_STATE_DEPTH_LESS_EQUAL;
break;
case GPU_DEPTH_EQUAL:
DST.state |= DRW_STATE_DEPTH_EQUAL;
break;
case GPU_DEPTH_GREATER:
DST.state |= DRW_STATE_DEPTH_GREATER;
break;
case GPU_DEPTH_GREATER_EQUAL:
DST.state |= DRW_STATE_DEPTH_GREATER_EQUAL;
break;
default:
break;
}
}
}
void DRW_state_reset()
{
DRW_state_reset_ex(DRW_STATE_DEFAULT);