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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Moved ProcessLowerMinisegs back toAPI independent code.
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parent
013ac247ca
commit
9bdb5f1a5d
3 changed files with 15 additions and 14 deletions
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@ -481,18 +481,6 @@ void FDrawInfo::FloodLowerGap(seg_t * seg)
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ClearFloodStencil(&ws);
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ClearFloodStencil(&ws);
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}
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}
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// This was temporarily moved out of gl_renderhacks.cpp so that the dependency on GLWall could be eliminated until things have progressed a bit.
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void FDrawInfo::ProcessLowerMinisegs(TArray<seg_t *> &lowersegs)
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{
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for(unsigned int j=0;j<lowersegs.Size();j++)
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{
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seg_t * seg=lowersegs[j];
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GLWall wall;
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wall.ProcessLowerMiniseg(this, seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector);
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rendered_lines++;
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}
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}
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// Same here for the dependency on the portal.
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// Same here for the dependency on the portal.
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void FDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub)
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void FDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub)
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{
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{
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@ -196,7 +196,7 @@ public:
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virtual void FloodUpperGap(seg_t * seg) = 0;
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virtual void FloodUpperGap(seg_t * seg) = 0;
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virtual void FloodLowerGap(seg_t * seg) = 0;
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virtual void FloodLowerGap(seg_t * seg) = 0;
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virtual void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) = 0;
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void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs);
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virtual void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub) = 0;
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virtual void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub) = 0;
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virtual void AddWall(GLWall *w) = 0;
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virtual void AddWall(GLWall *w) = 0;
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@ -30,7 +30,8 @@
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#include "r_sky.h"
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#include "r_sky.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hw_drawinfo.h"
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#include "hw_drawstructs.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_clock.h"
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sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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@ -844,6 +845,18 @@ bool HWDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
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//
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//
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//==========================================================================
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//==========================================================================
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void HWDrawInfo::ProcessLowerMinisegs(TArray<seg_t *> &lowersegs)
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{
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for(unsigned int j=0;j<lowersegs.Size();j++)
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{
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seg_t * seg=lowersegs[j];
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GLWall wall;
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wall.ProcessLowerMiniseg(this, seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector);
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rendered_lines++;
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}
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}
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void HWDrawInfo::HandleHackedSubsectors()
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void HWDrawInfo::HandleHackedSubsectors()
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{
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{
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viewsubsector = R_PointInSubsector(Viewpoint.Pos);
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viewsubsector = R_PointInSubsector(Viewpoint.Pos);
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