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- Remove unused code
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parent
7195af40f8
commit
0f0cf7261e
2 changed files with 3 additions and 43 deletions
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@ -86,7 +86,6 @@ void RenderPolyScene::ClearBuffers()
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TranslucentObjects.clear();
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SectorPortals.clear();
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LinePortals.clear();
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NextSubsectorDepth = 0;
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}
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void RenderPolyScene::RenderSectors()
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@ -94,55 +93,17 @@ void RenderPolyScene::RenderSectors()
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int count = (int)Cull.PvsSectors.size();
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auto subsectors = Cull.PvsSectors.data();
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int nextCeilingZChange = 0;
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int nextFloorZChange = 0;
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uint32_t ceilingSubsectorDepth = 0;
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uint32_t floorSubsectorDepth = 0;
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for (int i = 0; i < count; i++)
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{
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// The software renderer only updates the clipping if the sector height changes.
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// Find the subsector depths for when that happens.
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if (i == nextCeilingZChange)
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{
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double z = subsectors[i]->sector->ceilingplane.Zat0();
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nextCeilingZChange++;
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while (nextCeilingZChange < count)
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{
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double nextZ = subsectors[nextCeilingZChange]->sector->ceilingplane.Zat0();
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if (nextZ > z)
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break;
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z = nextZ;
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nextCeilingZChange++;
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}
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ceilingSubsectorDepth = NextSubsectorDepth + nextCeilingZChange - i - 1;
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}
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if (i == nextFloorZChange)
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{
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double z = subsectors[i]->sector->floorplane.Zat0();
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nextFloorZChange++;
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while (nextFloorZChange < count)
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{
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double nextZ = subsectors[nextFloorZChange]->sector->floorplane.Zat0();
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if (nextZ < z)
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break;
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z = nextZ;
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nextFloorZChange++;
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}
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floorSubsectorDepth = NextSubsectorDepth + nextFloorZChange - i - 1;
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}
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RenderSubsector(subsectors[i], ceilingSubsectorDepth, floorSubsectorDepth);
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RenderSubsector(subsectors[i], i);
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}
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}
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void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth)
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void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t subsectorDepth)
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{
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sector_t *frontsector = sub->sector;
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frontsector->MoreFlags |= SECF_DRAWN;
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uint32_t subsectorDepth = NextSubsectorDepth++;
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bool mainBSP = sub->polys == nullptr;
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if (sub->polys)
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@ -97,7 +97,7 @@ private:
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void ClearBuffers();
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void RenderPortals(int portalDepth);
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void RenderSectors();
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void RenderSubsector(subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth);
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void RenderSubsector(subsector_t *sub, uint32_t subsectorDepth);
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void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
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void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
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@ -110,7 +110,6 @@ private:
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PolyClipPlane PortalPlane;
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uint32_t StencilValue = 0;
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PolyCull Cull;
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uint32_t NextSubsectorDepth = 0;
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std::set<sector_t *> SeenSectors;
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std::unordered_map<subsector_t *, uint32_t> SubsectorDepths;
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std::vector<PolyTranslucentObject *> TranslucentObjects;
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