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https://github.com/ZDoom/gzdoom-gles.git
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71 lines
2.4 KiB
C++
71 lines
2.4 KiB
C++
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/*
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** Renderer multithreading framework
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "m_bbox.h"
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#include "i_system.h"
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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#include "p_effect.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "v_palette.h"
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#include "r_sky.h"
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#include "po_man.h"
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#include "r_data/colormaps.h"
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#include "r_renderthread.h"
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#include "swrenderer/things/r_visiblespritelist.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_translucent_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/things/r_playersprite.h"
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#include "swrenderer/plane/r_visibleplanelist.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/segments/r_clipsegment.h"
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namespace swrenderer
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{
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RenderThread::RenderThread()
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{
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OpaquePass = std::make_unique<RenderOpaquePass>(this);
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TranslucentPass = std::make_unique<RenderTranslucentPass>(this);
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SpriteList = std::make_unique<VisibleSpriteList>();
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Portal = std::make_unique<RenderPortal>(this);
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Clip3DFloors = std::make_unique<swrenderer::Clip3DFloors>(this);
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PlayerSprites = std::make_unique<RenderPlayerSprites>(this);
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PlaneList = std::make_unique<VisiblePlaneList>(this);
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Scene = std::make_unique<RenderScene>(this);
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DrawSegments = std::make_unique<DrawSegmentList>(this);
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ClipSegments = std::make_unique<RenderClipSegment>();
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}
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RenderThread::~RenderThread()
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{
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}
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}
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