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- Inside the renderer, use only the time value being passed to RenderView.
The voxel rotation code of the software renderer and R_SetupFrame still called I_FPSTime directly.
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f54475b1f1
commit
e94109f1c3
9 changed files with 12 additions and 9 deletions
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@ -785,7 +785,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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GLRenderer->mSceneClearColor[0] = 0.0f;
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GLRenderer->mSceneClearColor[1] = 0.0f;
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GLRenderer->mSceneClearColor[2] = 0.0f;
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R_SetupFrame (r_viewpoint, r_viewwindow, camera);
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R_SetupFrame (r_viewpoint, r_viewwindow, camera, gl_frameMS);
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SetViewArea();
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GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility);
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@ -115,7 +115,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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DontMapLines = dontmaplines;
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R_SetupFrame(Viewpoint, Viewwindow, actor);
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R_SetupFrame(Viewpoint, Viewwindow, actor, swrenderer::renderTime);
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P_FindParticleSubsectors();
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PO_LinkToSubsectors();
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@ -751,7 +751,7 @@ static double QuakePower(double factor, double intensity, double offset)
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//
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//==========================================================================
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor)
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor, unsigned int renderTime)
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{
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if (actor == NULL)
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{
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@ -982,7 +982,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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if (hom == 3)
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{
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hom = ((I_FPSTime() / 128) & 1) + 1;
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hom = ((renderTime / 128) & 1) + 1;
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}
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if (hom == 1)
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{
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@ -994,7 +994,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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}
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else if (hom == 4)
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{
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color = (I_FPSTime() / 32) & 255;
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color = (renderTime / 32) & 255;
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}
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else
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{
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@ -111,7 +111,7 @@ void R_ClearInterpolationPath();
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void R_AddInterpolationPoint(const DVector3a &vec);
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void R_SetViewSize (int blocks);
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void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov);
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor * camera);
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor * camera, unsigned int renderTime);
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void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow);
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// Called by startup code.
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@ -64,6 +64,7 @@ namespace swrenderer
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int fuzzoffset[FUZZTABLE + 1];
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int fuzzpos;
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int fuzzviewheight;
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unsigned int renderTime;
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int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] =
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{
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@ -35,6 +35,7 @@ namespace swrenderer
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extern FDynamicColormap ShadeFakeColormap[16];
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extern uint8_t identitymap[256];
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extern FDynamicColormap identitycolormap;
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extern unsigned int renderTime;
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// Constant arrays used for psprite clipping and initializing clipping.
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extern short zeroarray[MAXWIDTH];
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@ -170,8 +170,9 @@ void FSoftwareRenderer::Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &
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}
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}
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void FSoftwareRenderer::RenderView(player_t *player, unsigned int /*nowtime*/)
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void FSoftwareRenderer::RenderView(player_t *player, unsigned int nowtime)
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{
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renderTime = nowtime;
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if (r_polyrenderer)
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{
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PolyRenderer::Instance()->Viewpoint = r_viewpoint;
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@ -136,7 +136,7 @@ namespace swrenderer
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MaskedCycles.Reset();
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DrawerWaitCycles.Reset();
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R_SetupFrame(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, actor);
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R_SetupFrame(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, actor, renderTime);
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if (APART(R_OldBlend)) NormalLight.Maps = realcolormaps.Maps;
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else NormalLight.Maps = realcolormaps.Maps + NUMCOLORMAPS * 256 * R_OldBlend;
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@ -135,7 +135,7 @@ namespace swrenderer
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int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
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if (voxelspin != 0)
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{
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DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
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DAngle ang = double(renderTime) * voxelspin / 1000;
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vis->Angle -= ang;
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}
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