mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-02-01 11:00:46 +00:00
Removal of the software renderer, part 1.
This commit is contained in:
parent
45bcd8b31c
commit
eec89b7575
9 changed files with 10 additions and 376 deletions
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@ -805,7 +805,6 @@ set( NOT_COMPILED_SOURCE_FILES
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)
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set( FASTMATH_PCH_SOURCES
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r_swrenderer.cpp
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r_3dfloors.cpp
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r_bsp.cpp
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r_draw.cpp
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@ -48,7 +48,6 @@
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#include "m_argv.h"
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#include "m_png.h"
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#include "r_renderer.h"
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#include "r_swrenderer.h"
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#include "st_console.h"
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#include "stats.h"
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#include "textures.h"
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@ -1617,15 +1616,13 @@ static void I_DeleteRenderer()
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void I_CreateRenderer()
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{
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s_currentRenderer = vid_renderer;
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//s_currentRenderer = vid_renderer;
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if (NULL == Renderer)
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{
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extern FRenderer* gl_CreateInterface();
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Renderer = 1 == s_currentRenderer
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? gl_CreateInterface()
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: new FSoftwareRenderer;
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Renderer = gl_CreateInterface();
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atterm(I_DeleteRenderer);
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}
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}
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@ -49,7 +49,6 @@
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#include "m_argv.h"
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#include "sdlglvideo.h"
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#include "r_renderer.h"
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#include "r_swrenderer.h"
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EXTERN_CVAR (Bool, ticker)
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EXTERN_CVAR (Bool, fullscreen)
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@ -66,22 +65,16 @@ int currentrenderer;
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// [ZDoomGL]
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CUSTOM_CVAR (Int, vid_renderer, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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// 0: Software renderer
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// 1: OpenGL renderer
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if (self != currentrenderer)
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{
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switch (self)
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{
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case 0:
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Printf("Switching to software renderer...\n");
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break;
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case 1:
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Printf("Switching to OpenGL renderer...\n");
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break;
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default:
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Printf("Unknown renderer (%d). Falling back to software renderer...\n", (int) vid_renderer);
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self = 0; // make sure to actually switch to the software renderer
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Printf("Unknown renderer (%d). Falling back to the OpenGL renderer...\n", (int) vid_renderer);
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self = 1; // make sure to actually switch to the OpenGL renderer
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break;
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}
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Printf("You must restart " GAMENAME " to switch the renderer\n");
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@ -137,11 +130,10 @@ static void I_DeleteRenderer()
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void I_CreateRenderer()
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{
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currentrenderer = vid_renderer;
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//currentrenderer = vid_renderer;
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if (Renderer == NULL)
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{
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if (currentrenderer==1) Renderer = gl_CreateInterface();
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else Renderer = new FSoftwareRenderer;
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Renderer = gl_CreateInterface();
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atterm(I_DeleteRenderer);
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}
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}
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@ -11,7 +11,6 @@
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#include "stats.h"
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#include "v_palette.h"
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#include "sdlvideo.h"
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#include "r_swrenderer.h"
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#include "version.h"
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#include <SDL.h>
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@ -1,302 +0,0 @@
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/*
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** r_swrender.cpp
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** Software renderer interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2011 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "r_local.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "m_png.h"
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#include "r_bsp.h"
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#include "r_swrenderer.h"
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#include "r_3dfloors.h"
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#include "textures/textures.h"
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#include "r_data/voxels.h"
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class FArchive;
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void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
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void R_SetupColormap(player_t *);
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void R_SetupFreelook();
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void R_InitRenderer();
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extern float LastFOV;
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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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{
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R_InitRenderer();
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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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{
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return true;
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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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{
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if (tex != NULL)
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{
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if (cache & FTextureManager::HIT_Columnmode)
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{
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const FTexture::Span *spanp;
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tex->GetColumn(0, &spanp);
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}
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else if (cache != 0)
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{
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tex->GetPixels ();
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}
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else
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{
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tex->Unload ();
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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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{
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R_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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}
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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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{
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for (unsigned i=0; i<Voxels.Size(); i++)
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{
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Voxels[i]->Remap();
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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, FILE *file, int width, int height)
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{
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DCanvas *pic = new DSimpleCanvas (width, height);
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PalEntry palette[256];
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// Take a snapshot of the player's view
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pic->ObjectFlags |= OF_Fixed;
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pic->Lock ();
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R_RenderViewToCanvas (player->mo, pic, 0, 0, width, height);
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screen->GetFlashedPalette (palette);
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M_CreatePNG (file, pic->GetBuffer(), palette, SS_PAL, width, height, pic->GetPitch());
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pic->Unlock ();
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pic->Destroy();
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pic->ObjectFlags |= OF_YesReallyDelete;
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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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void FSoftwareRenderer::DrawRemainingPlayerSprites()
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{
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R_DrawRemainingPlayerSprites();
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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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{
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return down ? MAX_DN_ANGLE : MAX_UP_ANGLE;
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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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{
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R_MultiresInit ();
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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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void FSoftwareRenderer::ErrorCleanup ()
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{
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fakeActive = 0;
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fake3D = 0;
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while (CurrentSkybox)
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{
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R_3D_DeleteHeights();
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R_3D_LeaveSkybox();
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}
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R_3D_ResetClip();
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R_3D_DeleteHeights();
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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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{
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memset(RenderTarget->GetBuffer(), color, RenderTarget->GetPitch() * RenderTarget->GetHeight());
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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, int trueratio)
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{
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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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void FSoftwareRenderer::SetupFrame(player_t *player)
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{
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R_SetupColormap(player);
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R_SetupFreelook();
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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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{
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R_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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void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
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{
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BYTE *Pixels = const_cast<BYTE*>(tex->GetPixels());
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DSimpleCanvas *Canvas = tex->GetCanvas();
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// curse Doom's overuse of global variables in the renderer.
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// These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette.
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unsigned char *savecolormap = fixedcolormap;
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FSpecialColormap *savecm = realfixedcolormap;
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float savedfov = LastFOV;
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R_SetFOV ((float)fov);
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R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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R_SetFOV (savedfov);
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if (Pixels == Canvas->GetBuffer())
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{
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FTexture::FlipSquareBlockRemap (Pixels, tex->GetWidth(), tex->GetHeight(), GPalette.Remap);
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}
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else
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{
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FTexture::FlipNonSquareBlockRemap (Pixels, Canvas->GetBuffer(), tex->GetWidth(), tex->GetHeight(), Canvas->GetPitch(), GPalette.Remap);
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}
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tex->SetUpdated();
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fixedcolormap = savecolormap;
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realfixedcolormap = savecm;
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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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sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back)
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{
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return R_FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, back);
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}
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@ -1,41 +0,0 @@
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#ifndef __R_SWRENDERER_H
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#define __R_SWRENDERER_H
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#include "r_renderer.h"
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struct FSoftwareRenderer : public FRenderer
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{
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// Can be overridden so that the colormaps for sector color/fade won't be built.
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virtual bool UsesColormap() const;
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// precache one texture
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virtual void PrecacheTexture(FTexture *tex, int cache);
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// render 3D view
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virtual void RenderView(player_t *player);
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// Remap voxel palette
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virtual void RemapVoxels();
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// renders view to a savegame picture
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virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
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// draws player sprites with hardware acceleration (only useful for software rendering)
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virtual void DrawRemainingPlayerSprites();
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virtual int GetMaxViewPitch(bool down);
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void OnModeSet ();
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void ErrorCleanup ();
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void ClearBuffer(int color);
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void Init();
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void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
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void SetupFrame(player_t *player);
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void CopyStackedViewParameters();
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void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov);
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back);
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};
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#endif
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@ -47,7 +47,6 @@
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#include "doomstat.h"
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#include "m_argv.h"
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#include "version.h"
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#include "r_swrenderer.h"
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EXTERN_CVAR (Bool, ticker)
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EXTERN_CVAR (Bool, fullscreen)
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@ -73,22 +72,16 @@ bool changerenderer;
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// [ZDoomGL]
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CUSTOM_CVAR (Int, vid_renderer, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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// 0: Software renderer
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// 1: OpenGL renderer
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if (self != currentrenderer)
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{
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switch (self)
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{
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case 0:
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Printf("Switching to software renderer...\n");
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break;
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case 1:
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Printf("Switching to OpenGL renderer...\n");
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break;
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default:
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Printf("Unknown renderer (%d). Falling back to software renderer...\n", *vid_renderer);
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self = 0; // make sure to actually switch to the software renderer
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Printf("Unknown renderer (%d). Falling back to the OpenGL renderer...\n", *vid_renderer);
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self = 1; // make sure to actually switch to the OpenGL renderer
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break;
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}
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//changerenderer = true;
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@ -155,11 +148,10 @@ static void I_DeleteRenderer()
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void I_CreateRenderer()
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{
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currentrenderer = vid_renderer;
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//currentrenderer = vid_renderer;
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if (Renderer == NULL)
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{
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if (currentrenderer==1) Renderer = gl_CreateInterface();
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else Renderer = new FSoftwareRenderer;
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Renderer = gl_CreateInterface();
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atterm(I_DeleteRenderer);
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}
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}
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@ -56,7 +56,6 @@ extern HANDLE FPSLimitEvent;
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class D3DTex;
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class D3DPal;
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struct FSoftwareRenderer;
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class Win32Video : public IVideo
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{
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@ -69,7 +69,6 @@
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#include "m_argv.h"
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#include "r_defs.h"
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#include "v_text.h"
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#include "r_swrenderer.h"
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#include "version.h"
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#include "win32iface.h"
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