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- cleaned up includes for gl_decal.cpp
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3 changed files with 17 additions and 20 deletions
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@ -1,7 +1,7 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2003-2016 Christoph Oelckers
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// Copyright(C) 2003-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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@ -21,24 +21,20 @@
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//
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/*
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** gl_decal.cpp
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** OpenGL decal rendering code
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** OpenGL decal processing code
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**
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*/
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#include "doomdata.h"
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#include "gl/system/gl_system.h"
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#include "a_sharedglobal.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/renderer/gl_quaddrawer.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/utility/hw_lighting.h"
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#include "hwrenderer/data/flatvertices.h"
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void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
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{
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@ -257,7 +253,7 @@ void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
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gldecal.zcenter = zpos - decalheight * 0.5f;
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auto verts = gl_drawinfo->AllocVertices(4);
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auto verts = di->AllocVertices(4);
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gldecal.vertindex = verts.second;
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for (i = 0; i < 4; i++)
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@ -9,14 +9,6 @@
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#include "r_utility.h"
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#include "c_cvars.h"
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EXTERN_CVAR(Int, gl_weaponlight);
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inline int getExtraLight()
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{
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return r_viewpoint.extralight * gl_weaponlight;
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}
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class GLSceneDrawer
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{
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fixed_t viewx, viewy; // since the nodes are still fixed point, keeping the view position also fixed point for node traversal is faster.
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@ -1,7 +1,9 @@
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#pragma once
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#include "c_cvars.h"
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#include "v_palette.h"
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#include "templates.h"
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#include "r_utility.h"
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struct Colormap;
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@ -15,3 +17,10 @@ inline int hw_ClampLight(int lightlevel)
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return clamp(lightlevel, 0, 255);
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}
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EXTERN_CVAR(Int, gl_weaponlight);
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inline int getExtraLight()
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{
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return r_viewpoint.extralight * gl_weaponlight;
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}
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