OGL: Clean up ClearScreen
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6709 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -851,28 +851,20 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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glDepthFunc(GL_NEVER);
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}
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glEnable(GL_SCISSOR_TEST);
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// Update the viewport and scissor rect for clearing the picture
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// Update viewport for clearing the picture
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TargetRectangle targetRc = ConvertEFBRectangle(rc);
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glViewport(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
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glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
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glDepthRange(0.0, 1.0);
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glDepthRange(0.0, (float)(z & 0xFFFFFF) / float(0xFFFFFF));
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glColor4f((float)((color >> 16) & 0xFF) / 255.0f,
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(float)((color >> 8) & 0xFF) / 255.0f,
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(float)(color & 0xFF) / 255.0f,
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(float)((color >> 24) & 0xFF) / 255.0f);
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float zval = -1.f + 2.f * (float)(z & 0xFFFFFF) / float(0xFFFFFF); // convert range [0;1] to [-1;1]
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if(zval > 1.0f)
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zval = 1.0f;
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if(zval < -1.0f)
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zval = -1.0f;
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glBegin(GL_QUADS);
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glVertex3f(-1.f, -1.f, zval);
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glVertex3f(-1.f, 1.f, zval);
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glVertex3f( 1.f, 1.f, zval);
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glVertex3f( 1.f, -1.f, zval);
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glVertex3f(-1.f, -1.f, 1.f);
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glVertex3f(-1.f, 1.f, 1.f);
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glVertex3f( 1.f, 1.f, 1.f);
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glVertex3f( 1.f, -1.f, 1.f);
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glEnd();
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RestoreAPIState();
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