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- made CheckViewArea a global function.
This can be put into the common hwrenderer folder but for that it shouldn't be part of the scene drawer.
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parent
2aee68d215
commit
60567f207c
4 changed files with 5 additions and 6 deletions
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@ -246,6 +246,7 @@ enum area_t
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// Global functions. Make them members of GLRenderer later?
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bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
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sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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area_t gl_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
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struct TexFilter_s
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{
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@ -146,7 +146,7 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
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else
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{
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// clipping checks are only needed when the backsector is not the same as the front sector
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CheckViewArea(seg->v1, seg->v2, seg->frontsector, seg->backsector);
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in_area = gl_CheckViewArea(in_area, seg->v1, seg->v2, seg->frontsector, seg->backsector);
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backsector = gl_FakeFlat(seg->backsector, &bs, in_area, true);
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@ -159,7 +159,7 @@ bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
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//
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//==========================================================================
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void GLSceneDrawer::CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector)
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area_t gl_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector)
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{
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if (in_area == area_default &&
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(backsector->heightsec && !(backsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) &&
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@ -174,9 +174,9 @@ void GLSceneDrawer::CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsec
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// allow some tolerance in case slopes are involved
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if (cz1 <= fz1 + 1. / 100 && cz2 <= fz2 + 1. / 100)
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in_area = area_below;
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return area_below;
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else
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in_area = area_normal;
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return area_normal;
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}
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}
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@ -73,8 +73,6 @@ public:
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void DrawEndScene2D(sector_t * viewsector);
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void RenderActorsInPortal(FLinePortalSpan *glport);
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void CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
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sector_t *RenderViewpoint(AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderView(player_t *player);
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
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