mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-30 15:41:47 +00:00
Minor cleanup in r_swrenderer
This commit is contained in:
parent
d707f1c22e
commit
1b043bb46c
3 changed files with 65 additions and 147 deletions
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@ -54,6 +54,9 @@
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void gl_ParseDefs();
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void gl_ParseDefs();
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void gl_InitData();
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void gl_InitData();
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void gl_SetActorLights(AActor *);
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void gl_PreprocessLevel();
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void gl_CleanLevelData();
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
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EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
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@ -82,12 +85,6 @@ FSoftwareRenderer::~FSoftwareRenderer()
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{
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{
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}
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}
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//==========================================================================
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//
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// DCanvas :: Init
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//
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//==========================================================================
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void FSoftwareRenderer::Init()
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void FSoftwareRenderer::Init()
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{
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{
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gl_ParseDefs();
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gl_ParseDefs();
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@ -96,38 +93,28 @@ void FSoftwareRenderer::Init()
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RenderScene::Instance()->Init();
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RenderScene::Instance()->Init();
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}
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}
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//==========================================================================
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//
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// DCanvas :: UsesColormap
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//
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//==========================================================================
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bool FSoftwareRenderer::UsesColormap() const
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bool FSoftwareRenderer::UsesColormap() const
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{
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{
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return true;
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return true;
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}
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}
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//===========================================================================
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//
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// Texture precaching
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//
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//===========================================================================
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void FSoftwareRenderer::PrecacheTexture(FTexture *tex, int cache)
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void FSoftwareRenderer::PrecacheTexture(FTexture *tex, int cache)
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{
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{
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bool isbgra = screen->IsBgra();
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if (tex != NULL)
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if (tex != NULL)
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{
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{
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if (cache & FTextureManager::HIT_Columnmode)
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if (cache & FTextureManager::HIT_Columnmode)
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{
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{
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const FTexture::Span *spanp;
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const FTexture::Span *spanp;
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if (r_swtruecolor)
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if (isbgra)
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tex->GetColumnBgra(0, &spanp);
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tex->GetColumnBgra(0, &spanp);
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else
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else
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tex->GetColumn(0, &spanp);
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tex->GetColumn(0, &spanp);
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}
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}
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else if (cache != 0)
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else if (cache != 0)
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{
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{
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if (r_swtruecolor)
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if (isbgra)
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tex->GetPixelsBgra();
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tex->GetPixelsBgra();
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else
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else
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tex->GetPixels ();
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tex->GetPixels ();
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@ -188,12 +175,6 @@ void FSoftwareRenderer::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &act
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}
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}
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}
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}
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//===========================================================================
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//
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// Render the view
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//
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//===========================================================================
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void FSoftwareRenderer::RenderView(player_t *player)
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void FSoftwareRenderer::RenderView(player_t *player)
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{
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{
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if (r_polyrenderer)
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if (r_polyrenderer)
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@ -202,7 +183,6 @@ void FSoftwareRenderer::RenderView(player_t *player)
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r_swtruecolor = screen->IsBgra();
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r_swtruecolor = screen->IsBgra();
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PolyRenderer::Instance()->RenderActorView(player->mo, false);
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PolyRenderer::Instance()->RenderActorView(player->mo, false);
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FCanvasTextureInfo::UpdateAll();
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// Apply special colormap if the target cannot do it
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// Apply special colormap if the target cannot do it
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if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
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if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
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@ -214,35 +194,31 @@ void FSoftwareRenderer::RenderView(player_t *player)
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r_swtruecolor = saved_swtruecolor;
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r_swtruecolor = saved_swtruecolor;
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return;
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FCanvasTextureInfo::UpdateAll();
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}
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}
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else
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if (r_swtruecolor != screen->IsBgra())
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{
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{
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r_swtruecolor = screen->IsBgra();
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if (r_swtruecolor != screen->IsBgra())
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R_InitColumnDrawers();
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{
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r_swtruecolor = screen->IsBgra();
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R_InitColumnDrawers();
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}
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R_BeginDrawerCommands();
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RenderScene::Instance()->RenderActorView(player->mo);
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// Apply special colormap if the target cannot do it
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if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
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{
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DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen);
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}
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R_EndDrawerCommands();
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FCanvasTextureInfo::UpdateAll();
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}
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}
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R_BeginDrawerCommands();
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RenderScene::Instance()->RenderActorView(player->mo);
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// [RH] Let cameras draw onto textures that were visible this frame.
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FCanvasTextureInfo::UpdateAll ();
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// Apply special colormap if the target cannot do it
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if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
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{
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DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen);
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}
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R_EndDrawerCommands();
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FSoftwareRenderer::RemapVoxels()
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void FSoftwareRenderer::RemapVoxels()
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{
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{
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for (unsigned i=0; i<Voxels.Size(); i++)
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for (unsigned i=0; i<Voxels.Size(); i++)
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@ -251,12 +227,6 @@ void FSoftwareRenderer::RemapVoxels()
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}
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}
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}
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}
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//===========================================================================
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//
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// Render the view to a savegame picture
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//
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//===========================================================================
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void FSoftwareRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
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void FSoftwareRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
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{
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{
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DCanvas *pic = new DSimpleCanvas (width, height, false);
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DCanvas *pic = new DSimpleCanvas (width, height, false);
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@ -277,12 +247,6 @@ void FSoftwareRenderer::WriteSavePic (player_t *player, FileWriter *file, int wi
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delete pic;
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delete pic;
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FSoftwareRenderer::DrawRemainingPlayerSprites()
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void FSoftwareRenderer::DrawRemainingPlayerSprites()
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{
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{
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if (!r_polyrenderer)
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if (!r_polyrenderer)
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@ -295,16 +259,10 @@ void FSoftwareRenderer::DrawRemainingPlayerSprites()
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}
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}
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}
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}
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//===========================================================================
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//
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// Get max. view angle (renderer specific information so it goes here now)
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//
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//===========================================================================
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#define MAX_DN_ANGLE 56 // Max looking down angle
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#define MAX_UP_ANGLE 32 // Max looking up angle
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int FSoftwareRenderer::GetMaxViewPitch(bool down)
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int FSoftwareRenderer::GetMaxViewPitch(bool down)
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{
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{
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const int MAX_DN_ANGLE = 56; // Max looking down angle
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const int MAX_UP_ANGLE = 32; // Max looking up angle
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return (r_polyrenderer) ? int(maxviewpitch) : (down ? MAX_DN_ANGLE : MAX_UP_ANGLE);
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return (r_polyrenderer) ? int(maxviewpitch) : (down ? MAX_DN_ANGLE : MAX_UP_ANGLE);
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}
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}
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@ -313,91 +271,48 @@ bool FSoftwareRenderer::RequireGLNodes()
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return true;
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return true;
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}
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}
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//==========================================================================
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//
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// OnModeSet
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//
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// Called from V_SetResolution()
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//
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//==========================================================================
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void FSoftwareRenderer::OnModeSet ()
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void FSoftwareRenderer::OnModeSet ()
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{
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{
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RenderScene::Instance()->ScreenResized();
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RenderScene::Instance()->ScreenResized();
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RenderTarget = screen;
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screen->Lock (true);
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R_SetupBuffer ();
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screen->Unlock ();
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FSoftwareRenderer::ErrorCleanup ()
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void FSoftwareRenderer::ErrorCleanup ()
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{
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{
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Clip3DFloors::Instance()->Cleanup();
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Clip3DFloors::Instance()->Cleanup();
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FSoftwareRenderer::ClearBuffer(int color)
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void FSoftwareRenderer::ClearBuffer(int color)
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{
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{
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// [SP] For now, for truecolor, this just outputs black. We'll figure out how to get something more meaningful
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// later when this actually matters more. This is just to clear HOMs for now.
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if (!r_swtruecolor)
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if (!r_swtruecolor)
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{
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memset(RenderTarget->GetBuffer(), color, RenderTarget->GetPitch() * RenderTarget->GetHeight());
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memset(RenderTarget->GetBuffer(), color, RenderTarget->GetPitch() * RenderTarget->GetHeight());
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}
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else
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else
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memset(RenderTarget->GetBuffer(), 0, RenderTarget->GetPitch() * RenderTarget->GetHeight() * 4);
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{
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uint32_t bgracolor = GPalette.BaseColors[color].d;
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int size = RenderTarget->GetPitch() * RenderTarget->GetHeight();
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uint32_t *dest = (uint32_t *)RenderTarget->GetBuffer();
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for (int i = 0; i < size; i++)
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dest[i] = bgracolor;
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}
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FSoftwareRenderer::SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio)
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void FSoftwareRenderer::SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio)
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{
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{
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R_SWRSetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
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R_SWRSetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FSoftwareRenderer::SetupFrame(player_t *player)
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void FSoftwareRenderer::SetupFrame(player_t *player)
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{
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{
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R_SetupColormap(player);
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R_SetupColormap(player);
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R_SetupFreelook();
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R_SetupFreelook();
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}
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}
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//==========================================================================
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//
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// R_CopyStackedViewParameters
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//
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//==========================================================================
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void FSoftwareRenderer::CopyStackedViewParameters()
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void FSoftwareRenderer::CopyStackedViewParameters()
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{
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{
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RenderPortal::Instance()->CopyStackedViewParameters();
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RenderPortal::Instance()->CopyStackedViewParameters();
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
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void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
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{
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{
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BYTE *Pixels = r_swtruecolor ? (BYTE*)tex->GetPixelsBgra() : (BYTE*)tex->GetPixels();
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BYTE *Pixels = r_swtruecolor ? (BYTE*)tex->GetPixelsBgra() : (BYTE*)tex->GetPixels();
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DAngle savedfov = FieldOfView;
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DAngle savedfov = FieldOfView;
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R_SetFOV ((double)fov);
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R_SetFOV ((double)fov);
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if (r_polyrenderer)
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if (r_polyrenderer)
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PolyRenderer::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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PolyRenderer::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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else
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else
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RenderScene::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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RenderScene::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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R_SetFOV (savedfov);
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R_SetFOV (savedfov);
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if (Canvas->IsBgra())
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if (Canvas->IsBgra())
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@ -473,3 +390,17 @@ sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *flo
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return RenderOpaquePass::Instance()->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
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return RenderOpaquePass::Instance()->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
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}
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}
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void FSoftwareRenderer::StateChanged(AActor *actor)
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{
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gl_SetActorLights(actor);
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}
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void FSoftwareRenderer::PreprocessLevel()
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{
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gl_PreprocessLevel();
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}
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void FSoftwareRenderer::CleanLevelData()
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{
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gl_CleanLevelData();
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}
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@ -1,12 +1,8 @@
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#ifndef __R_SWRENDERER_H
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#define __R_SWRENDERER_H
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#pragma once
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#include "r_renderer.h"
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#include "r_renderer.h"
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void gl_SetActorLights(AActor *);
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void gl_PreprocessLevel();
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void gl_CleanLevelData();
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struct FSoftwareRenderer : public FRenderer
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struct FSoftwareRenderer : public FRenderer
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{
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{
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FSoftwareRenderer();
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FSoftwareRenderer();
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@ -44,22 +40,8 @@ struct FSoftwareRenderer : public FRenderer
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void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) override;
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void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) override;
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel) override;
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel) override;
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void StateChanged(AActor *actor) override
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void StateChanged(AActor *actor) override;
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{
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void PreprocessLevel() override;
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gl_SetActorLights(actor);
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void CleanLevelData() override;
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}
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void PreprocessLevel() override
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{
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gl_PreprocessLevel();
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}
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void CleanLevelData() override
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{
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gl_CleanLevelData();
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}
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};
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};
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#endif
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@ -188,6 +188,11 @@ namespace swrenderer
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void RenderScene::ScreenResized()
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void RenderScene::ScreenResized()
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{
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{
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VisiblePlaneList::Instance()->Init();
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VisiblePlaneList::Instance()->Init();
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RenderTarget = screen;
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screen->Lock(true);
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R_SetupBuffer();
|
||||||
|
screen->Unlock();
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderScene::Init()
|
void RenderScene::Init()
|
||||||
|
|
Loading…
Reference in a new issue