Move variables closer to their correct location

This commit is contained in:
Magnus Norddahl 2016-12-31 14:15:06 +01:00
parent 5967016dbe
commit 07826ccd2f
5 changed files with 26 additions and 29 deletions

View file

@ -68,6 +68,8 @@
#include "p_maputl.h" #include "p_maputl.h"
#include "p_setup.h" #include "p_setup.h"
#include "version.h" #include "version.h"
#include "c_console.h"
#include "r_memory.h"
CVAR (String, r_viewsize, "", CVAR_NOSET) CVAR (String, r_viewsize, "", CVAR_NOSET)
CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE) CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
@ -554,6 +556,12 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
R_ClearPlanes (true); R_ClearPlanes (true);
R_ClearSprites (); R_ClearSprites ();
// opening / clipping determination
// [RH] clip ceiling to console bottom
fillshort(floorclip, viewwidth, viewheight);
fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
R_FreeOpenings();
NetUpdate (); NetUpdate ();
// [RH] Show off segs if r_drawflat is 1 // [RH] Show off segs if r_drawflat is 1

View file

@ -133,10 +133,6 @@ void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas, int x, int y, int wid
void R_MultiresInit (void); void R_MultiresInit (void);
extern int stacked_extralight;
extern double stacked_visibility;
extern DVector3 stacked_viewpos;
extern DAngle stacked_angle;
extern void R_CopyStackedViewParameters(); extern void R_CopyStackedViewParameters();

View file

@ -80,23 +80,11 @@ namespace swrenderer
{ {
using namespace drawerargs; using namespace drawerargs;
extern subsector_t *InSubsector;
namespace
// These are copies of the main parameters used when drawing stacked sectors. {
// When you change the main parameters, you should copy them here too *unless* short spanend[MAXHEIGHT];
// you are changing them to draw a stacked sector. Otherwise, stacked sectors }
// won't draw in skyboxes properly.
int stacked_extralight;
double stacked_visibility;
DVector3 stacked_viewpos;
DAngle stacked_angle;
//
// texture mapping
//
short spanend[MAXHEIGHT];
void R_DrawSinglePlane (visplane_t *, fixed_t alpha, bool additive, bool masked); void R_DrawSinglePlane (visplane_t *, fixed_t alpha, bool additive, bool masked);
@ -192,15 +180,6 @@ void R_ClearPlanes (bool fullclear)
} }
} }
// opening / clipping determination
fillshort (floorclip, viewwidth, viewheight);
// [RH] clip ceiling to console bottom
fillshort (ceilingclip, viewwidth,
!screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas
? (ConBottom - viewwindowy) : 0);
R_FreeOpenings();
next_plane_light = 0; next_plane_light = 0;
} }
} }

View file

@ -54,6 +54,15 @@ namespace swrenderer
int CurrentPortalUniq = 0; int CurrentPortalUniq = 0;
bool CurrentPortalInSkybox = false; bool CurrentPortalInSkybox = false;
// These are copies of the main parameters used when drawing stacked sectors.
// When you change the main parameters, you should copy them here too *unless*
// you are changing them to draw a stacked sector. Otherwise, stacked sectors
// won't draw in skyboxes properly.
int stacked_extralight;
double stacked_visibility;
DVector3 stacked_viewpos;
DAngle stacked_angle;
namespace namespace
{ {
int numskyboxes; // For ADD_STAT(skyboxes) int numskyboxes; // For ADD_STAT(skyboxes)

View file

@ -9,6 +9,11 @@ namespace swrenderer
extern int CurrentPortalUniq; extern int CurrentPortalUniq;
extern bool CurrentPortalInSkybox; extern bool CurrentPortalInSkybox;
extern int stacked_extralight;
extern double stacked_visibility;
extern DVector3 stacked_viewpos;
extern DAngle stacked_angle;
void R_DrawPortals(); void R_DrawPortals();
void R_DrawWallPortals(); void R_DrawWallPortals();
void R_EnterPortal(PortalDrawseg* pds, int depth); void R_EnterPortal(PortalDrawseg* pds, int depth);