/* ** Renderer multithreading framework ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "templates.h" #include "doomdef.h" #include "m_bbox.h" #include "i_system.h" #include "p_lnspec.h" #include "p_setup.h" #include "a_sharedglobal.h" #include "g_level.h" #include "p_effect.h" #include "doomstat.h" #include "r_state.h" #include "v_palette.h" #include "r_sky.h" #include "po_man.h" #include "r_data/colormaps.h" #include "r_renderthread.h" #include "swrenderer/things/r_visiblespritelist.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_opaque_pass.h" #include "swrenderer/scene/r_translucent_pass.h" #include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_scene.h" #include "swrenderer/things/r_playersprite.h" #include "swrenderer/plane/r_visibleplanelist.h" #include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/segments/r_clipsegment.h" #include "r_memory.h" namespace swrenderer { RenderThread::RenderThread() { FrameMemory = std::make_unique(); OpaquePass = std::make_unique(this); TranslucentPass = std::make_unique(this); SpriteList = std::make_unique(); Portal = std::make_unique(this); Clip3DFloors = std::make_unique(this); PlayerSprites = std::make_unique(this); PlaneList = std::make_unique(this); Scene = std::make_unique(this); DrawSegments = std::make_unique(this); ClipSegments = std::make_unique(); } RenderThread::~RenderThread() { } }