[renderer] Make R_RenderView private

This is actually a better solution to the renderer directly accessing
client code than provided by 7e078c7f9c.

Essentially, V_RenderView should not have been calling R_RenderView, and
CL_UpdateScreen should have been calling V_RenderView directly. The
issue was that the renderers expected the world entity model to be valid
at all times. Now, R_RenderView checks the world entity model's validity
and immediately bails if it is not, and R_ClearState (which is called
whenever the client disconnects and thus no longer has a world to
render) clears the world entity model. Thus R_RenderView can (and is)
now called unconditionally from within the renderer, simplifying
renderer-specific variants.
This commit is contained in:
Bill Currie 2021-12-02 18:30:57 +09:00
parent eb828007e9
commit 84a24dbb34
27 changed files with 42 additions and 55 deletions

View file

@ -148,7 +148,7 @@ typedef struct vid_render_funcs_s {
void (*Fog_ParseWorldspawn) (struct plitem_s *worldspawn);
void (*R_Init) (void);
void (*R_RenderFrame) (SCR_Func scr_3dfunc, SCR_Func *scr_funcs);
void (*R_RenderFrame) (SCR_Func *scr_funcs);
void (*R_ClearState) (void);
void (*R_LoadSkys) (const char *);
void (*R_NewMap) (model_t *worldmodel, model_t **models, int num_models);
@ -158,7 +158,6 @@ typedef struct vid_render_funcs_s {
dlight_t *(*R_AllocDlight) (int key);
entity_t *(*R_AllocEntity) (void);
void (*R_MaxDlightsCheck) (struct cvar_s *var);
void (*R_RenderView) (void);
void (*R_DecayLights) (double frametime);
void (*R_ViewChanged) (void);