Removed RenderCamera, RenderBeforeThing, RenderAfterThing. Serialization preparations.

This commit is contained in:
ZZYZX 2017-01-23 23:05:51 +02:00
parent 278741efa9
commit 23c9386add
8 changed files with 14 additions and 91 deletions

View File

@ -53,10 +53,16 @@ bool E_CheckHandler(DStaticEventHandler* handler)
bool E_IsStaticType(PClass* type)
{
return (!type->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
return (type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)) && // make sure it's from our hierarchy at all.
!type->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
!type->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)));
}
void E_SerializeEvents(FSerializer& arc)
{
// todo : stuff
}
static void E_InitStaticHandler(PClass* type, FString typestring, bool map)
{
if (type == nullptr)
@ -136,24 +142,6 @@ void E_RenderFrame()
handler->RenderFrame();
}
void E_RenderCamera()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderCamera();
}
void E_RenderBeforeThing(AActor* thing)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderBeforeThing(thing);
}
void E_RenderAfterThing(AActor* thing)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderAfterThing(thing);
}
// declarations
IMPLEMENT_CLASS(DStaticEventHandler, false, false);
IMPLEMENT_CLASS(DStaticRenderEventHandler, false, false);
@ -166,7 +154,6 @@ DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPitch);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewRoll);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, FracTic);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, Camera);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, CurrentThing);
DEFINE_ACTION_FUNCTION(DEventHandler, Create)
@ -246,9 +233,6 @@ void cls::funcname(args) \
DEFINE_EVENT_HANDLER(DStaticEventHandler, MapLoaded,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, MapUnloading,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderFrame,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderCamera,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderBeforeThing, AActor*)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderAfterThing, AActor*)
//
void DStaticEventHandler::OnDestroy()
@ -273,20 +257,3 @@ void DStaticRenderEventHandler::RenderFrame()
DStaticEventHandler::RenderFrame();
}
void DStaticRenderEventHandler::RenderCamera()
{
Setup();
DStaticEventHandler::RenderCamera();
}
void DStaticRenderEventHandler::RenderBeforeThing(AActor* thing)
{
CurrentThing = thing;
DStaticEventHandler::RenderBeforeThing(thing);
}
void DStaticRenderEventHandler::RenderAfterThing(AActor* thing)
{
CurrentThing = thing;
DStaticEventHandler::RenderAfterThing(thing);
}

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@ -2,6 +2,7 @@
#define EVENTS_H
#include "dobject.h"
#include "serializer.h"
class DStaticEventHandler;
@ -22,12 +23,9 @@ void E_MapLoaded();
void E_MapUnloading();
// called on each render frame once.
void E_RenderFrame();
// called before entering each actor's view (including RenderFrame)
void E_RenderCamera();
// called before adding each actor to the render list
void E_RenderBeforeThing(AActor* thing);
// called after adding each actor to the render list
void E_RenderAfterThing(AActor* thing);
// serialization stuff
void E_SerializeEvents(FSerializer& arc);
class DStaticEventHandler : public DObject // make it a part of normal GC process
{
@ -52,12 +50,6 @@ public:
virtual void MapUnloading();
// called on each render frame once.
virtual void RenderFrame();
// called before entering each actor's view (including RenderFrame)
virtual void RenderCamera();
// called before adding each actor to the render list
virtual void RenderBeforeThing(AActor* thing);
// called after adding each actor to the render list
virtual void RenderAfterThing(AActor* thing);
};
class DEventHandler : public DStaticEventHandler
{
@ -77,33 +69,9 @@ public:
DAngle ViewPitch;
DAngle ViewRoll;
double FracTic; // 0..1 value that describes where we are inside the current gametic, render-wise.
// this makes sense in RenderCamera
AActor* Camera;
// this is for RenderBeforeThing and RenderAfterThing
AActor* CurrentThing;
void RenderFrame() override;
void RenderCamera() override;
void RenderBeforeThing(AActor* thing) override;
void RenderAfterThing(AActor* thing) override;
// this is a class that I use to automatically call RenderAfterThing.
// C++ is really horrible for not providing try-finally statement.
struct AutoThing
{
AActor* thing;
AutoThing(AActor* thing)
{
this->thing = thing;
E_RenderBeforeThing(this->thing);
}
~AutoThing()
{
E_RenderAfterThing(this->thing);
}
};
private:
void Setup();

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@ -478,9 +478,6 @@ void FGLRenderer::RenderTranslucent()
void FGLRenderer::DrawScene(int drawmode)
{
// [ZZ] call event hook
E_RenderCamera();
static int recursion=0;
static int ssao_portals_available = 0;

View File

@ -650,8 +650,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
if (thing == nullptr)
return;
DStaticRenderEventHandler::AutoThing autoRenderThingEvent(thing);
// [ZZ] allow CustomSprite-style direct picnum specification
bool isPicnumOverride = thing->picnum.isValid();

View File

@ -63,6 +63,7 @@
#include "r_renderer.h"
#include "serializer.h"
#include "g_levellocals.h"
#include "events.h"
static TStaticArray<sector_t> loadsectors;
static TStaticArray<line_t> loadlines;
@ -967,6 +968,8 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
arc("sectorportals", level.sectorPortals);
if (arc.isReading()) P_CollectLinkedPortals();
// [ZZ] serialize events
E_SerializeEvents(arc);
DThinker::SerializeThinkers(arc, !hubload);
arc.Array("polyobjs", polyobjs, po_NumPolyobjs);
arc("subsectors", subsectors);

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@ -720,9 +720,6 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
R_CopyStackedViewParameters();
// [ZZ] portal hook
E_RenderCamera();
validcount++;
PortalDrawseg* prevpds = CurrentPortal;
CurrentPortal = pds;
@ -844,9 +841,6 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
R_SetupBuffer ();
R_SetupFrame (actor);
// [ZZ] call event hook
E_RenderCamera();
// Clear buffers.
R_ClearClipSegs (0, viewwidth);
R_ClearDrawSegs ();

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@ -1179,8 +1179,6 @@ void R_DrawPortals ()
R_SetViewAngle ();
validcount++; // Make sure we see all sprites
E_RenderCamera();
R_ClearPlanes (false);
R_ClearClipSegs (pl->left, pl->right);
WindowLeft = pl->left;

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@ -1245,8 +1245,6 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
if (thing->validcount == validcount) continue;
thing->validcount = validcount;
DStaticRenderEventHandler::AutoThing autoRenderThingEvent(thing);
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
{