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[renderer] Clean up R_MarkLeaves
Really? More to clean up before (vulkan) bsp rendering is thread-safe? However, R_MarkLeaves was pretty close: just oldviewleaf and visframecount, but that's still too much. Also, the reliance on r_refdef.worldmodel irked me.
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ecb9a15946
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585f1161db
15 changed files with 67 additions and 64 deletions
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@ -45,7 +45,6 @@ typedef enum {
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struct entity_s;
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void R_PushDlights (const vec3_t entorigin);
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void R_MaxDlightsCheck (int max_dlights);
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void R_Particles_Init_Cvars (void);
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void R_InitBubble (void);
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@ -50,8 +50,19 @@ void R_RunParticles (float dT);
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struct scene_s;
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void R_NewScene (struct scene_s *scene);
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typedef struct visstate_s {
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const struct mleaf_s *viewleaf;
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int *node_visframes;
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int *leaf_visframes;
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int *face_visframes;
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int visframecount;
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struct mod_brush_s *brush;
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} visstate_t;
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extern visstate_t r_visstate;//FIXME
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// LordHavoc: relative bmodel lighting
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void R_PushDlights (const vec3_t entorigin);
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void R_PushDlights (const vec3_t entorigin, const visstate_t *visstate);
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void R_DrawWaterSurfaces (void);
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void *D_SurfaceCacheAddress (void) __attribute__((pure));
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@ -77,11 +88,7 @@ struct animation_s;
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struct transform_s;
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void R_DrawAliasModel (struct entity_s *e);
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void R_MarkLeaves (struct mleaf_s *viewleaf, int *node_visframes,
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int *leaf_visframes, int *face_visframes);
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extern int *r_node_visframes;
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extern int *r_leaf_visframes;
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extern int *r_face_visframes;
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void R_MarkLeaves (visstate_t *state, const struct mleaf_s *viewleaf);
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void GL_SetPalette (void *data, const byte *palette);
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void GLSL_SetPalette (void *data, const byte *palette);
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@ -120,8 +120,6 @@ extern plane_t screenedge[4];
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extern vec4f_t r_entorigin;
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extern int r_visframecount;
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//=============================================================================
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extern int vstartscan;
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