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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-29 23:23:07 +00:00
Always access args.uniforms directly instead of first creating a TriUniforms variable
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parent
62188d1ea5
commit
70181f4146
5 changed files with 33 additions and 46 deletions
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@ -70,33 +70,32 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, particle_t *partic
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// int color = (particle->color >> 24) & 0xff; // pal index, I think
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bool fullbrightSprite = particle->bright != 0;
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TriUniforms uniforms;
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PolyDrawArgs args;
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if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap)
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{
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uniforms.light = 256;
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uniforms.flags = TriUniforms::fixed_light;
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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}
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else
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{
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uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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uniforms.flags = 0;
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args.uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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args.uniforms.flags = 0;
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}
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uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.subsectorDepth = subsectorDepth;
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if (r_swtruecolor)
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{
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uint32_t alpha = particle->trans;
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uniforms.color = (alpha << 24) | (particle->color & 0xffffff);
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args.uniforms.color = (alpha << 24) | (particle->color & 0xffffff);
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}
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else
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{
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uniforms.color = ((uint32_t)particle->color) >> 24;
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uniforms.srcalpha = particle->trans;
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uniforms.destalpha = 255 - particle->trans;
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args.uniforms.color = ((uint32_t)particle->color) >> 24;
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args.uniforms.srcalpha = particle->trans;
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args.uniforms.destalpha = 255 - particle->trans;
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}
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = 4;
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@ -103,12 +103,12 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *s
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lightlevel = *light->p_lightlevel;
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}
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TriUniforms uniforms;
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uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
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PolyDrawArgs args;
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args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
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if (fixedlightlev >= 0 || fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = subsectorDepth;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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@ -131,8 +131,6 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *s
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}
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}
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = sub->numlines;
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@ -217,12 +215,12 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
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bool isSky = picnum == skyflatnum;
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TriUniforms uniforms;
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uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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PolyDrawArgs args;
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args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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if (fixedlightlev >= 0 || fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = isSky ? RenderPolyPortal::SkySubsectorDepth : subsectorDepth;
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = isSky ? RenderPolyPortal::SkySubsectorDepth : subsectorDepth;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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@ -245,8 +243,6 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
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}
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}
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = sub->numlines;
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@ -50,15 +50,12 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
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objectToClip = worldToClip * objectToWorld;
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TriUniforms uniforms;
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = RenderPolyPortal::SkySubsectorDepth;
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int rc = mRows + 1;
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = RenderPolyPortal::SkySubsectorDepth;
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args.objectToClip = &objectToClip;
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args.stenciltestvalue = 255;
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args.stencilwritevalue = 255;
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@ -239,13 +239,10 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
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ClampHeight(vertices[1], vertices[2]);
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}
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TriUniforms uniforms;
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uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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uniforms.flags = 0;
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uniforms.subsectorDepth = SubsectorDepth;
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = SubsectorDepth;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = 4;
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@ -98,21 +98,19 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, AActor *thing, s
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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TriUniforms uniforms;
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PolyDrawArgs args;
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if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap)
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{
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uniforms.light = 256;
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uniforms.flags = TriUniforms::fixed_light;
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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}
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else
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{
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uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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uniforms.flags = 0;
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args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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args.uniforms.flags = 0;
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}
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uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.subsectorDepth = subsectorDepth;
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = 4;
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