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https://github.com/ZDoom/gzdoom-gles.git
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- no, we do not want to use global variables to pass parameters around...
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5d94af913a
6 changed files with 14 additions and 14 deletions
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@ -54,8 +54,6 @@
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CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
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extern int modellightindex;
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VSMatrix FGLModelRenderer::GetViewToWorldMatrix()
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{
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VSMatrix objectToWorldMatrix;
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@ -359,9 +357,9 @@ void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame
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//
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//===========================================================================
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void gl_RenderModel(GLSprite * spr)
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void gl_RenderModel(GLSprite * spr, int mli)
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{
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FGLModelRenderer renderer;
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FGLModelRenderer renderer(mli);
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renderer.RenderModel(spr->x, spr->y, spr->z, spr->modelframe, spr->actor);
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}
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@ -371,8 +369,8 @@ void gl_RenderModel(GLSprite * spr)
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//
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//===========================================================================
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void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY, int mli)
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{
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FGLModelRenderer renderer;
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FGLModelRenderer renderer(mli);
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renderer.RenderHUDModel(psp, ofsX, ofsY);
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}
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@ -32,7 +32,10 @@ class GLSprite;
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class FGLModelRenderer : public FModelRenderer
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{
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int modellightindex = -1;
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public:
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FGLModelRenderer(int mli) : modellightindex(mli)
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{}
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
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void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
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@ -48,5 +51,5 @@ public:
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double GetTimeFloat() override;
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};
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void gl_RenderModel(GLSprite * spr);
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void gl_RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
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void gl_RenderModel(GLSprite * spr, int mli);
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void gl_RenderHUDModel(DPSprite *psp, float ofsx, float ofsy, int mli);
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@ -79,7 +79,6 @@ EXTERN_CVAR (Bool, r_debug_disable_vis_filter)
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extern TArray<spritedef_t> sprites;
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extern TArray<spriteframe_t> SpriteFrames;
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extern uint32_t r_renderercaps;
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extern int modellightindex;
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enum HWRenderStyle
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{
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@ -474,7 +473,7 @@ void GLSprite::Draw(int pass)
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}
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else
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{
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gl_RenderModel(this);
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gl_RenderModel(this, dynlightindex);
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}
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}
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@ -44,8 +44,6 @@
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#include "gl/textures/gl_material.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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FDynLightData modellightdata;
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int modellightindex = -1;
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template<class T>
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T smoothstep(const T edge0, const T edge1, const T x)
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@ -198,6 +196,8 @@ void BSPWalkCircle(float x, float y, float radiusSquared, const Callback &callba
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int gl_SetDynModelLight(AActor *self, int dynlightindex)
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{
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static FDynLightData modellightdata; // If this ever gets multithreaded, this variable must either be made non-static or thread_local.
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// For deferred light mode this function gets called twice. First time for list upload, and second for draw.
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if (gl.lightmethod == LM_DEFERRED && dynlightindex != -1)
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{
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@ -73,7 +73,7 @@ void GLSceneDrawer::DrawPSprite (player_t * player,DPSprite *psp, float sx, floa
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// [BB] In the HUD model step we just render the model and break out.
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if ( hudModelStep )
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{
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gl_RenderHUDModel(psp, sx, sy);
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gl_RenderHUDModel(psp, sx, sy, weapondynlightindex[psp]);
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return;
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}
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@ -314,7 +314,7 @@ void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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}
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// cache all used models
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FGLModelRenderer renderer;
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FGLModelRenderer renderer(-1);
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for (unsigned i = 0; i < Models.Size(); i++)
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{
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if (modellist[i])
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