mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
Renamed Clip3DFloors to Clip3D to fix gcc compile error
This commit is contained in:
parent
7e6c91d73c
commit
58495ea714
10 changed files with 30 additions and 30 deletions
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@ -123,7 +123,7 @@ namespace swrenderer
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WallT.InitFromLine(Thread, v1->fPos() - ViewPos, v2->fPos() - ViewPos);
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}
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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if (!(clip3d->fake3D & FAKE3D_FAKEBACK))
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{
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@ -352,7 +352,7 @@ namespace swrenderer
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draw_segment->bFakeBoundary = false;
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draw_segment->foggy = foggy;
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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if (clip3d->fake3D & FAKE3D_FAKEMASK) draw_segment->fake = 1;
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else draw_segment->fake = 0;
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@ -955,7 +955,7 @@ namespace swrenderer
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}
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}
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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// mark ceiling areas
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if (markceiling)
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@ -110,7 +110,7 @@ namespace swrenderer
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rw_lightstep = ds->lightstep;
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rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() < 0)
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@ -478,7 +478,7 @@ namespace swrenderer
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WallC.tright.Y = ds->cy + ds->cdy;
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WallT = ds->tmapvals;
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
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walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
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@ -532,7 +532,7 @@ namespace swrenderer
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floorHeight = backsector->CenterFloor();
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ceilingHeight = backsector->CenterCeiling();
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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// maybe fix clipheights
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if (!(clip3d->fake3D & FAKE3D_CLIPBOTTOM)) clip3d->sclipBottom = floorHeight;
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@ -938,7 +938,7 @@ namespace swrenderer
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top = MAX(frontcz1, frontcz2);
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bot = MIN(frontfz1, frontfz2);
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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if (clip3d->fake3D & FAKE3D_CLIPTOP)
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{
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top = MIN(top, clip3d->sclipTop);
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@ -129,7 +129,7 @@ namespace swrenderer
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// kg3D - hack, store alpha in sky
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// i know there is ->alpha, but this also allows to identify fake plane
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// and ->alpha is for stacked sectors
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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if (clip3d->fake3D & (FAKE3D_FAKEFLOOR | FAKE3D_FAKECEILING)) sky = 0x80000000 | clip3d->fakeAlpha;
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else sky = 0; // not skyflatnum so it can't be a sky
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portal = nullptr;
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@ -190,7 +190,7 @@ namespace swrenderer
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sky == check->sky &&
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renderportal->CurrentPortalUniq == check->CurrentPortalUniq &&
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renderportal->MirrorFlags == check->MirrorFlags &&
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Thread->Clip3DFloors->CurrentSkybox == check->CurrentSkybox &&
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Thread->Clip3D->CurrentSkybox == check->CurrentSkybox &&
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ViewPos == check->viewpos
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)
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{
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@ -215,7 +215,7 @@ namespace swrenderer
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check->Additive = additive;
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check->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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check->MirrorFlags = renderportal->MirrorFlags;
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check->CurrentSkybox = Thread->Clip3DFloors->CurrentSkybox;
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check->CurrentSkybox = Thread->Clip3D->CurrentSkybox;
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return check;
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}
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@ -333,7 +333,7 @@ namespace swrenderer
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for (pl = visplanes[i]; pl; pl = pl->next)
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{
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// kg3D - draw only correct planes
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if (pl->CurrentPortalUniq != renderportal->CurrentPortalUniq || pl->CurrentSkybox != Thread->Clip3DFloors->CurrentSkybox)
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if (pl->CurrentPortalUniq != renderportal->CurrentPortalUniq || pl->CurrentSkybox != Thread->Clip3D->CurrentSkybox)
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continue;
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// kg3D - draw only real planes now
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if (pl->sky >= 0) {
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@ -359,7 +359,7 @@ namespace swrenderer
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{
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for (pl = visplanes[i]; pl; pl = pl->next)
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{
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if (pl->CurrentSkybox != Thread->Clip3DFloors->CurrentSkybox || pl->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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if (pl->CurrentSkybox != Thread->Clip3D->CurrentSkybox || pl->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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continue;
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if (pl->sky < 0 && pl->height.Zat0() == height)
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@ -66,7 +66,7 @@ namespace swrenderer
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TranslucentPass = std::make_unique<RenderTranslucentPass>(this);
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SpriteList = std::make_unique<VisibleSpriteList>();
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Portal = std::make_unique<RenderPortal>(this);
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Clip3DFloors = std::make_unique<swrenderer::Clip3DFloors>(this);
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Clip3D = std::make_unique<Clip3DFloors>(this);
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PlayerSprites = std::make_unique<RenderPlayerSprites>(this);
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PlaneList = std::make_unique<VisiblePlaneList>(this);
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DrawSegments = std::make_unique<DrawSegmentList>(this);
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@ -61,7 +61,7 @@ namespace swrenderer
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std::unique_ptr<RenderTranslucentPass> TranslucentPass;
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std::unique_ptr<VisibleSpriteList> SpriteList;
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std::unique_ptr<RenderPortal> Portal;
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std::unique_ptr<Clip3DFloors> Clip3DFloors;
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std::unique_ptr<Clip3DFloors> Clip3D;
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std::unique_ptr<RenderPlayerSprites> PlayerSprites;
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std::unique_ptr<VisiblePlaneList> PlaneList;
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std::unique_ptr<DrawSegmentList> DrawSegments;
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@ -568,7 +568,7 @@ namespace swrenderer
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backupfp = floorplane;
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backupcp = ceilingplane;
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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// first check all floors
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for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++)
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@ -738,7 +738,7 @@ namespace swrenderer
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backupcp = ceilingplane;
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floorplane = nullptr;
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ceilingplane = nullptr;
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
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{
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clip3d->SetFakeFloor(line->backsector->e->XFloor.ffloors[i]);
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@ -98,7 +98,7 @@ namespace swrenderer
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if (!planes->HasPortalPlanes())
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return;
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Thread->Clip3DFloors->EnterSkybox();
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Thread->Clip3D->EnterSkybox();
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CurrentPortalInSkybox = true;
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int savedextralight = extralight;
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@ -213,7 +213,7 @@ namespace swrenderer
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visplaneStack.Push(pl);
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Thread->OpaquePass->RenderScene();
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Thread->Clip3DFloors->ResetClip(); // reset clips (floor/ceiling)
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Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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planes->Render();
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port->mFlags &= ~PORTSF_INSKYBOX;
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@ -250,9 +250,9 @@ namespace swrenderer
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R_SetViewAngle();
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CurrentPortalInSkybox = false;
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Thread->Clip3DFloors->LeaveSkybox();
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Thread->Clip3D->LeaveSkybox();
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if (Thread->Clip3DFloors->fakeActive) return;
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if (Thread->Clip3D->fakeActive) return;
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planes->ClearPortalPlanes();
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}
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@ -411,7 +411,7 @@ namespace swrenderer
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}
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// some portals have height differences, account for this here
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Thread->Clip3DFloors->EnterSkybox(); // push 3D floor height map
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Thread->Clip3D->EnterSkybox(); // push 3D floor height map
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CurrentPortalInSkybox = false; // first portal in a skybox should set this variable to false for proper clipping in skyboxes.
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// first pass, set clipping
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@ -421,7 +421,7 @@ namespace swrenderer
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memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip));
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Thread->OpaquePass->RenderScene();
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Thread->Clip3DFloors->ResetClip(); // reset clips (floor/ceiling)
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Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
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PlaneCycles.Clock();
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@ -451,7 +451,7 @@ namespace swrenderer
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if (Thread->MainThread)
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NetUpdate();
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Thread->Clip3DFloors->LeaveSkybox(); // pop 3D floor height map
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Thread->Clip3D->LeaveSkybox(); // pop 3D floor height map
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CurrentPortalUniq = prevuniq2;
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// draw a red line around a portal if it's being highlighted
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@ -215,8 +215,8 @@ namespace swrenderer
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void RenderScene::RenderThreadSlice(RenderThread *thread)
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{
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thread->FrameMemory->Clear();
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thread->Clip3DFloors->Cleanup();
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thread->Clip3DFloors->ResetClip(); // reset clips (floor/ceiling)
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thread->Clip3D->Cleanup();
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thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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thread->Portal->CopyStackedViewParameters();
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thread->ClipSegments->Clear(0, viewwidth);
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thread->DrawSegments->Clear();
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@ -237,7 +237,7 @@ namespace swrenderer
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WallCycles.Clock();
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thread->OpaquePass->RenderScene();
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thread->Clip3DFloors->ResetClip(); // reset clips (floor/ceiling)
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thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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if (thread == MainThread())
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WallCycles.Unclock();
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@ -375,7 +375,7 @@ namespace swrenderer
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void RenderScene::Deinit()
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{
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MainThread()->TranslucentPass->Deinit();
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MainThread()->Clip3DFloors->Cleanup();
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MainThread()->Clip3D->Cleanup();
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}
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/////////////////////////////////////////////////////////////////////////
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@ -140,7 +140,7 @@ namespace swrenderer
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if (renew)
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{
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Thread->Clip3DFloors->fake3D |= FAKE3D_REFRESHCLIP;
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Thread->Clip3D->fake3D |= FAKE3D_REFRESHCLIP;
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}
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DrawSegmentList *drawseglist = Thread->DrawSegments.get();
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@ -167,7 +167,7 @@ namespace swrenderer
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Thread->SpriteList->Sort();
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Thread->DrawSegments->BuildSegmentGroups();
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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if (clip3d->height_top == nullptr)
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{ // kg3D - no visible 3D floors, normal rendering
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DrawMaskedSingle(false);
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@ -57,7 +57,7 @@ namespace swrenderer
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int colormapnum = spr->Light.ColormapNum;
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F3DFloor *rover;
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Clip3DFloors *clip3d = thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = thread->Clip3D.get();
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// [RH] Check for particles
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if (spr->IsParticle())
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