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- moved the software renderer's drawer to the swrenderer directory.
This commit is contained in:
parent
de15b589c0
commit
74b624002c
4 changed files with 5 additions and 7 deletions
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@ -801,6 +801,7 @@ set( NOT_COMPILED_SOURCE_FILES
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# Enable fast math for some sources
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# Enable fast math for some sources
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set( FASTMATH_SOURCES
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set( FASTMATH_SOURCES
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swrenderer/r_all.cpp
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swrenderer/r_all.cpp
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swrenderer/r_swscene.cpp
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polyrenderer/poly_all.cpp
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polyrenderer/poly_all.cpp
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sound/oplsynth/opl_mus_player.cpp
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sound/oplsynth/opl_mus_player.cpp
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sound/mpg123_decoder.cpp
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sound/mpg123_decoder.cpp
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@ -822,7 +823,6 @@ set( FASTMATH_SOURCES
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gl/scene/gl_skydome.cpp
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gl/scene/gl_skydome.cpp
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gl/scene/gl_weapon.cpp
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gl/scene/gl_weapon.cpp
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gl/scene/gl_scene.cpp
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gl/scene/gl_scene.cpp
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gl/scene/gl_swscene.cpp
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gl/scene/gl_portal.cpp
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gl/scene/gl_portal.cpp
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gl/scene/gl_walls_draw.cpp
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gl/scene/gl_walls_draw.cpp
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gl_load/gl_load.c
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gl_load/gl_load.c
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@ -35,6 +35,7 @@
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#include "p_effect.h"
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#include "p_effect.h"
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#include "d_player.h"
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#include "d_player.h"
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#include "a_dynlight.h"
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#include "a_dynlight.h"
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#include "swrenderer/r_swscene.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_framebuffer.h"
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@ -47,7 +48,6 @@
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/scene/gl_swscene.h"
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#include "gl/shaders/gl_ambientshader.h"
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#include "gl/shaders/gl_ambientshader.h"
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_blurshader.h"
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@ -20,22 +20,20 @@
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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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** gl_swscene.cpp
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** r_swscene.cpp
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** common overlay code for software and hardware renderer
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** render the software scene through the hardware rendering backend
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**
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**
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*/
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*/
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#include "hwrenderer/textures/hw_ihwtexture.h"
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#include "hwrenderer/textures/hw_ihwtexture.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "r_renderer.h"
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#include "r_renderer.h"
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#include "gl_swscene.h"
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#include "r_swscene.h"
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#include "w_wad.h"
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#include "w_wad.h"
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#include "d_player.h"
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#include "d_player.h"
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#include "textures/bitmap.h"
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#include "textures/bitmap.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/scene/r_light.h"
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#include "gl/renderer/gl_renderer.h"
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// [RH] Base blending values (for e.g. underwater)
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// [RH] Base blending values (for e.g. underwater)
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int BaseBlendR, BaseBlendG, BaseBlendB;
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int BaseBlendR, BaseBlendG, BaseBlendB;
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float BaseBlendA;
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float BaseBlendA;
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