gzdoom/src/swrenderer/r_all.cpp
Christoph Oelckers 921bc763fb - separated the software-renderer-specific parts of colormap processing from the common parts.
- moved testcolor and test fades into SWRenderer files.

These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
2017-03-15 22:04:59 +01:00

43 lines
1.4 KiB
C++

#include "r_memory.cpp"
#include "r_renderthread.cpp"
#include "r_swcanvas.cpp"
#include "r_swrenderer.cpp"
#include "r_swcolormaps.cpp"
#include "drawers/r_draw.cpp"
#include "drawers/r_draw_pal.cpp"
#include "drawers/r_draw_rgba.cpp"
#include "drawers/r_thread.cpp"
#include "line/r_fogboundary.cpp"
#include "line/r_line.cpp"
#include "line/r_renderdrawsegment.cpp"
#include "line/r_walldraw.cpp"
#include "line/r_wallsetup.cpp"
#include "plane/r_flatplane.cpp"
#include "plane/r_planerenderer.cpp"
#include "plane/r_skyplane.cpp"
#include "plane/r_slopeplane.cpp"
#include "plane/r_visibleplane.cpp"
#include "plane/r_visibleplanelist.cpp"
#include "scene/r_3dfloors.cpp"
#include "scene/r_light.cpp"
#include "scene/r_opaque_pass.cpp"
#include "scene/r_portal.cpp"
#include "scene/r_scene.cpp"
#include "scene/r_translucent_pass.cpp"
#include "segments/r_clipsegment.cpp"
#include "segments/r_drawsegment.cpp"
#include "segments/r_portalsegment.cpp"
#include "things/r_decal.cpp"
#include "things/r_particle.cpp"
#include "things/r_playersprite.cpp"
#include "things/r_sprite.cpp"
#include "things/r_visiblesprite.cpp"
#include "things/r_visiblespritelist.cpp"
#include "things/r_voxel.cpp"
#include "things/r_wallsprite.cpp"
#include "viewport/r_drawerargs.cpp"
#include "viewport/r_skydrawer.cpp"
#include "viewport/r_spandrawer.cpp"
#include "viewport/r_spritedrawer.cpp"
#include "viewport/r_viewport.cpp"
#include "viewport/r_walldrawer.cpp"