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- disable the native part of coronas as well.
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parent
80a31b074d
commit
457b9b71d9
5 changed files with 12 additions and 2 deletions
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@ -24,9 +24,11 @@
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#include "a_corona.h"
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#include "a_dynlight.h"
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#if 0
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IMPLEMENT_CLASS(ACorona, false, false)
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void ACorona::Tick()
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{
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Super::Tick();
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}
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#endif
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@ -27,6 +27,7 @@ EXTERN_CVAR(Bool, gl_coronas)
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class AActor;
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#if 0
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class ACorona : public AActor
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{
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DECLARE_CLASS(ACorona, AActor)
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@ -36,3 +37,4 @@ public:
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float CoronaFade = 0.0f;
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};
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#endif
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@ -171,7 +171,7 @@ void HWDrawInfo::StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uni
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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hudsprites.Clear();
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Coronas.Clear();
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// Coronas.Clear();
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vpIndex = 0;
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// Fullbright information needs to be propagated from the main view.
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@ -580,6 +580,7 @@ void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
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void HWDrawInfo::DrawCorona(FRenderState& state, ACorona* corona, double dist)
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{
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#if 0
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spriteframe_t* sprframe = &SpriteFrames[sprites[corona->sprite].spriteframes + (size_t)corona->SpawnState->GetFrame()];
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FTextureID patch = sprframe->Texture[0];
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if (!patch.isValid()) return;
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@ -641,6 +642,7 @@ void HWDrawInfo::DrawCorona(FRenderState& state, ACorona* corona, double dist)
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vp[3].Set(x1, y1, 1.0f, u1, v1);
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state.Draw(DT_TriangleStrip, vertexindex, 4);
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#endif
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}
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static ETraceStatus CheckForViewpointActor(FTraceResults& res, void* userdata)
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@ -668,6 +670,7 @@ void HWDrawInfo::DrawCoronas(FRenderState& state)
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float timeElapsed = (screen->FrameTime - LastFrameTime) / 1000.0f;
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LastFrameTime = screen->FrameTime;
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#if 0
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for (ACorona* corona : Coronas)
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{
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auto cPos = corona->Vec3Offset(0., 0., corona->Height * 0.5);
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@ -694,6 +697,7 @@ void HWDrawInfo::DrawCoronas(FRenderState& state)
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if (corona->CoronaFade > 0.0f)
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DrawCorona(state, corona, dist);
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}
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#endif
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state.SetTextureMode(TM_NORMAL);
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screen->mViewpoints->Bind(state, vpIndex);
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@ -151,7 +151,7 @@ struct HWDrawInfo
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TArray<HWPortal *> Portals;
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TArray<HWDecal *> Decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
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TArray<HUDSprite> hudsprites; // These may just be stored by value.
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TArray<ACorona*> Coronas;
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//TArray<ACorona*> Coronas;
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uint64_t LastFrameTime = 0;
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TArray<MissingTextureInfo> MissingUpperTextures;
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@ -704,11 +704,13 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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return;
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}
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#if 0
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if (thing->IsKindOf(NAME_Corona))
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{
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di->Coronas.Push(static_cast<ACorona*>(thing));
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return;
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}
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#endif
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const auto &vp = di->Viewpoint;
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AActor *camera = vp.camera;
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