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- moved global variable definitions to the top of a few files.
Most of these are not critical because they only get used in non-multithreaded contexts but it's definitely easier to look them up this way.
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5 changed files with 24 additions and 18 deletions
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@ -48,6 +48,7 @@
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#include "gl/renderer/gl_quaddrawer.h"
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FDrawInfo * gl_drawinfo;
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FDrawInfoList di_list;
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//==========================================================================
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//
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@ -987,8 +988,6 @@ void FDrawInfoList::Release(FDrawInfo * di)
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mList.Push(di);
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}
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static FDrawInfoList di_list;
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//==========================================================================
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//
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//
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@ -87,6 +87,8 @@ UniqueList<GLHorizonInfo> UniqueHorizons;
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UniqueList<secplane_t> UniquePlaneMirrors;
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UniqueList<FLinePortalSpan> UniqueLineToLines;
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int skyboxrecursion = 0;
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//==========================================================================
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//
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//
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@ -460,7 +462,7 @@ void GLPortal::StartFrame()
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//-----------------------------------------------------------------------------
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//
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// Portal info
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// printing portal info
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//
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//-----------------------------------------------------------------------------
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@ -471,7 +473,7 @@ CCMD(gl_portalinfo)
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gl_portalinfo = true;
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}
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FString indent;
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static FString indent;
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//-----------------------------------------------------------------------------
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//
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@ -610,7 +612,7 @@ void GLPortal::RestoreMapSection()
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// GLSkyboxPortal::DrawContents
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//
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//-----------------------------------------------------------------------------
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static int skyboxrecursion=0;
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void GLSkyboxPortal::DrawContents()
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{
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int old_pm = PlaneMirrorMode;
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@ -44,9 +44,16 @@
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// profiling data
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static int totalupper, totallower;
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static int lowershcount, uppershcount;
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static glcycle_t totalms, showtotalms;
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static glcycle_t totalssms;
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static sector_t fakesec;
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static glcycle_t totalms, showtotalms, totalssms;
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static sector_t fakesec; // this is static because it gets used in recursively called functions.
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// Having this static doesn't really matter here because the hack code is not multithreading-capable anyway.
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static bool inview;
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static subsector_t * viewsubsector;
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static TArray<seg_t *> lowersegs;
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void FDrawInfo::ClearBuffers()
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{
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@ -760,9 +767,6 @@ bool FDrawInfo::CheckAnchorFloor(subsector_t * sub)
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// Collect connected subsectors that have to be rendered with the same plane
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//
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//==========================================================================
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static bool inview;
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static subsector_t * viewsubsector;
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static TArray<seg_t *> lowersegs;
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bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
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{
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@ -1117,12 +1121,11 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
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void FDrawInfo::ProcessSectorStacks()
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{
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unsigned int i;
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sector_t fake;
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validcount++;
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for (i=0;i<CeilingStacks.Size (); i++)
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{
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sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fake, mDrawer->in_area, false);
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sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fakesec, mDrawer->in_area, false);
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auto portal = sec->GetPortalGroup(sector_t::ceiling);
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if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
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{
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@ -1147,7 +1150,7 @@ void FDrawInfo::ProcessSectorStacks()
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if (sub->portalcoverage[sector_t::ceiling].subsectors == NULL)
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{
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BuildPortalCoverage(&sub->portalcoverage[sector_t::ceiling], sub, portal->mDisplacement);
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BuildPortalCoverage(&sub->portalcoverage[sector_t::ceiling], sub, portal->mDisplacement);
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}
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portal->GetRenderState()->AddSubsector(sub);
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@ -1166,7 +1169,7 @@ void FDrawInfo::ProcessSectorStacks()
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validcount++;
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for (i=0;i<FloorStacks.Size (); i++)
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{
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sector_t *sec = gl_FakeFlat(FloorStacks[i], &fake, mDrawer->in_area, false);
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sector_t *sec = gl_FakeFlat(FloorStacks[i], &fakesec, mDrawer->in_area, false);
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auto portal = sec->GetPortalGroup(sector_t::floor);
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if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
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{
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@ -86,8 +86,7 @@ EXTERN_CVAR (Bool, r_drawvoxels)
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extern bool NoInterpolateView;
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area_t in_area;
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int camtexcount;
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int camtexcount; // used to decide how VSync is done. It just counts the number of camera textures per frame.
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//-----------------------------------------------------------------------------
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//
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@ -273,7 +272,9 @@ void GLSceneDrawer::CreateScene()
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
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Bsp.Unclock();
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// And now the crappy hacks that have to be done to avoid rendering anomalies:
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// And now the crappy hacks that have to be done to avoid rendering anomalies.
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// These cannot be multithreaded when the time comes because all these depend
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// on the global 'validcount' variable.
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gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
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gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
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@ -56,6 +56,7 @@ public:
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int FixedColormap;
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area_t in_area;
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BitArray CurrentMapSections; // this cannot be a single number, because a group of portals with the same displacement may link different sections.
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FDrawInfo * gl_drawinfo;
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angle_t FrustumAngle();
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void SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror);
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