mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- gl_system.h as well, in particular this has no place in hw_* files.
This commit is contained in:
parent
401c9ab8ca
commit
c0837f42bd
55 changed files with 69 additions and 75 deletions
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@ -28,7 +28,7 @@
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "menu/menu.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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@ -27,7 +27,7 @@
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "tarray.h"
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#include "doomtype.h"
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#include "r_utility.h"
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@ -25,7 +25,7 @@
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**
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**/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "doomtype.h"
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#include "p_local.h"
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#include "r_state.h"
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@ -25,7 +25,7 @@
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**
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**/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "hwrenderer/utility/hw_clock.h"
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/dynlights/gl_shadowmap.h"
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#include "gl/system/gl_debug.h"
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@ -26,7 +26,7 @@
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**
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**/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "w_wad.h"
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#include "g_game.h"
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#include "doomstat.h"
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**
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**/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "r_utility.h"
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@ -26,7 +26,7 @@
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**/
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#include "templates.h"
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_quaddrawer.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "files.h"
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#include "v_video.h"
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#include "m_png.h"
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#include "templates.h"
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#include "doomstat.h"
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#include "r_data/colormaps.h"
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "hwrenderer/utility/hw_cvars.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "doomstat.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "a_sharedglobal.h"
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#include "r_defs.h"
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#include "r_sky.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "p_local.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "doomstat.h"
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "doomtype.h"
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#include "g_level.h"
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#include "w_wad.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "g_level.h"
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "a_sharedglobal.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "r_utility.h"
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#include "v_video.h"
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/shaders/gl_ambientshader.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl/shaders/gl_bloomshader.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/data/gl_vertexbuffer.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl/shaders/gl_colormapshader.h"
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// Fast approXimate Anti-Aliasing (FXAA) post-processing
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//
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/shaders/gl_fxaashader.h"
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EXTERN_CVAR(Int, gl_fxaa)
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl/shaders/gl_lensshader.h"
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "gl_load/gl_interface.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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void FPresentStereoShaderBase::Init(const char * vtx_shader_name, const char * program_name)
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl/shaders/gl_presentshader.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "c_cvars.h"
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#include "v_video.h"
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#include "w_wad.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "files.h"
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#include "gl/shaders/gl_shadowmapshader.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/shaders/gl_tonemapshader.h"
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#include "gl_stereo3d.h"
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#include "gl_stereo_leftright.h"
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl_stereo3d.h"
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#include "gl_stereo_leftright.h"
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#include "gl_sidebyside3d.h"
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/renderer/gl_renderstate.h"
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namespace s3d {
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#include "gl_stereo3d.h"
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#include "gl_stereo_leftright.h"
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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namespace s3d {
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#include "gl_stereo3d.h"
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#include "gl_stereo_leftright.h"
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/renderer/gl_renderstate.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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namespace s3d {
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#include "vectors.h" // RAD2DEG
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#include "doomtype.h" // M_PI
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#ifndef GL_STEREO3D_SCOPED_COLOR_MASK_H_
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#define GL_STEREO3D_SCOPED_COLOR_MASK_H_
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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/**
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* Temporarily change color mask
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*/
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#include "templates.h"
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl/system/gl_debug.h"
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#include "stats.h"
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#include <set>
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "m_png.h"
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#include "templates.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "f_wipe.h"
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#include "m_random.h"
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#include "w_wad.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "templates.h"
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#include "c_cvars.h"
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#include "r_data/colormaps.h"
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "c_cvars.h"
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#include "gl_load/gl_interface.h"
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "tarray.h"
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#include "doomtype.h"
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#include "m_argv.h"
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**
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**/
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#include "gl/system/gl_system.h"
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#include "actorinlines.h"
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#include "hw_dynlightdata.h"
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DVector3 pos = light->PosRelative(group);
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float radius = (light->GetRadius());
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float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
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auto dist = fabs(p.DistToPoint((float)pos.X, (float)pos.Z, (float)pos.Y));
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
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if (checkside && p.PointOnSide((float)pos.X, (float)pos.Z, (float)pos.Y))
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{
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return false;
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}
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if (light->IsSpot())
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{
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lightType = 1.0f;
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||||
spotInnerAngle = light->SpotInnerAngle.Cos();
|
||||
spotOuterAngle = light->SpotOuterAngle.Cos();
|
||||
spotInnerAngle = (float)light->SpotInnerAngle.Cos();
|
||||
spotOuterAngle = (float)light->SpotOuterAngle.Cos();
|
||||
|
||||
DAngle negPitch = -light->Angles.Pitch;
|
||||
double xzLen = negPitch.Cos();
|
||||
spotDirX = -light->Angles.Yaw.Cos() * xzLen;
|
||||
spotDirY = -negPitch.Sin();
|
||||
spotDirZ = -light->Angles.Yaw.Sin() * xzLen;
|
||||
spotDirX = float(-light->Angles.Yaw.Cos() * xzLen);
|
||||
spotDirY = float(-negPitch.Sin());
|
||||
spotDirZ = float(-light->Angles.Yaw.Sin() * xzLen);
|
||||
}
|
||||
|
||||
float *data = &arrays[i][arrays[i].Reserve(16)];
|
||||
data[0] = pos.X;
|
||||
data[1] = pos.Z;
|
||||
data[2] = pos.Y;
|
||||
data[0] = float(pos.X);
|
||||
data[1] = float(pos.Z);
|
||||
data[2] = float(pos.Y);
|
||||
data[3] = radius;
|
||||
data[4] = r;
|
||||
data[5] = g;
|
||||
|
|
|
@ -25,7 +25,6 @@
|
|||
**
|
||||
*/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "a_sharedglobal.h"
|
||||
#include "r_defs.h"
|
||||
#include "r_sky.h"
|
||||
|
|
|
@ -53,7 +53,6 @@
|
|||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "doomtype.h"
|
||||
#include "g_level.h"
|
||||
#include "w_wad.h"
|
||||
|
|
|
@ -25,7 +25,6 @@
|
|||
**
|
||||
*/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "c_dispatch.h"
|
||||
#include "p_local.h"
|
||||
#include "p_effect.h"
|
||||
|
@ -74,15 +73,15 @@ void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FLig
|
|||
if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
|
||||
|
||||
DVector2 offset = level.Displacements.getOffset(fromgroup, togroup);
|
||||
L = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z());
|
||||
L = FVector3(x - (float)(light->X() + offset.X), y - (float)(light->Y() + offset.Y), z - (float)light->Z());
|
||||
}
|
||||
else
|
||||
{
|
||||
direct:
|
||||
L = FVector3(x - light->X(), y - light->Y(), z - light->Z());
|
||||
L = FVector3(x - (float)light->X(), y - (float)light->Y(), z - (float)light->Z());
|
||||
}
|
||||
|
||||
dist = L.LengthSquared();
|
||||
dist = (float)L.LengthSquared();
|
||||
radius = light->GetRadius();
|
||||
|
||||
if (dist < radius * radius)
|
||||
|
@ -110,7 +109,7 @@ void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FLig
|
|||
lb = light->GetBlue() / 255.0f;
|
||||
if (light->IsSubtractive())
|
||||
{
|
||||
float bright = FVector3(lr, lg, lb).Length();
|
||||
float bright = (float)FVector3(lr, lg, lb).Length();
|
||||
FVector3 lightColor(lr, lg, lb);
|
||||
lr = (bright - lr) * -1;
|
||||
lg = (bright - lg) * -1;
|
||||
|
@ -131,11 +130,11 @@ void HWDrawInfo::GetDynSpriteLight(AActor *thing, particle_t *particle, float *o
|
|||
{
|
||||
if (thing != NULL)
|
||||
{
|
||||
GetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Center(), thing->subsector->lighthead, thing->Sector->PortalGroup, out);
|
||||
GetDynSpriteLight(thing, (float)thing->X(), (float)thing->Y(), (float)thing->Center(), thing->subsector->lighthead, thing->Sector->PortalGroup, out);
|
||||
}
|
||||
else if (particle != NULL)
|
||||
{
|
||||
GetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector->lighthead, particle->subsector->sector->PortalGroup, out);
|
||||
GetDynSpriteLight(NULL, (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z, particle->subsector->lighthead, particle->subsector->sector->PortalGroup, out);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -196,10 +195,10 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
|
|||
|
||||
addedLights.Clear();
|
||||
|
||||
float x = self->X();
|
||||
float y = self->Y();
|
||||
float z = self->Center();
|
||||
float radiusSquared = self->renderradius * self->renderradius;
|
||||
float x = (float)self->X();
|
||||
float y = (float)self->Y();
|
||||
float z = (float)self->Center();
|
||||
float radiusSquared = (float)(self->renderradius * self->renderradius);
|
||||
|
||||
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
|
||||
{
|
||||
|
@ -211,7 +210,7 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
|
|||
{
|
||||
int group = subsector->sector->PortalGroup;
|
||||
DVector3 pos = light->PosRelative(group);
|
||||
float radius = light->GetRadius() + self->renderradius;
|
||||
float radius = (float)(light->GetRadius() + self->renderradius);
|
||||
double dx = pos.X - x;
|
||||
double dy = pos.Y - y;
|
||||
double dz = pos.Z - z;
|
||||
|
|
|
@ -25,7 +25,6 @@
|
|||
**
|
||||
*/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "p_local.h"
|
||||
#include "p_effect.h"
|
||||
#include "g_level.h"
|
||||
|
|
|
@ -45,7 +45,7 @@
|
|||
#include "videomodes.h"
|
||||
#include "hardware.h"
|
||||
#include "gl_sysfb.h"
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "gl_load/gl_system.h"
|
||||
#include "r_defs.h"
|
||||
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
|
|
|
@ -26,7 +26,6 @@
|
|||
**
|
||||
**/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "doomtype.h"
|
||||
#include "p_local.h"
|
||||
#include "p_spec.h"
|
||||
|
|
Loading…
Reference in a new issue