Fix function names

This commit is contained in:
Magnus Norddahl 2017-01-03 19:08:02 +01:00
parent a4c0e29913
commit 863f17ada9
3 changed files with 19 additions and 19 deletions

View file

@ -51,7 +51,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void SWRenderLine::R_AddLine(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector)
void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector)
{
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
bool solid;
@ -205,7 +205,7 @@ namespace swrenderer
// Window.
solid = false;
}
else if (R_SkyboxCompare(frontsector, backsector))
else if (SkyboxCompare(frontsector, backsector))
{
solid = false;
}
@ -288,7 +288,7 @@ namespace swrenderer
static SWRenderLine *self = this;
bool visible = R_ClipWallSegment(WallC.sx1, WallC.sx2, solid, [](int x1, int x2) -> bool
{
return self->R_StoreWallRange(x1, x2);
return self->RenderWallSegment(x1, x2);
});
if (visible)
@ -297,7 +297,7 @@ namespace swrenderer
}
}
bool SWRenderLine::R_SkyboxCompare(sector_t *frontsector, sector_t *backsector)
bool SWRenderLine::SkyboxCompare(sector_t *frontsector, sector_t *backsector) const
{
FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling);
FSectorPortal *frontf = frontsector->GetPortal(sector_t::floor);
@ -315,7 +315,7 @@ namespace swrenderer
}
// A wall segment will be drawn between start and stop pixels (inclusive).
bool SWRenderLine::R_StoreWallRange(int start, int stop)
bool SWRenderLine::RenderWallSegment(int start, int stop)
{
int i;
bool maskedtexture = false;
@ -330,7 +330,7 @@ namespace swrenderer
if (!rw_prepped)
{
rw_prepped = true;
R_NewWall(true);
SetWallVariables(true);
}
rw_offset = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid));
@ -547,7 +547,7 @@ namespace swrenderer
}
}
R_RenderSegLoop(start, stop);
RenderWallSegmentTextures(start, stop);
if (fake3D & 7) {
return !(fake3D & FAKE3D_FAKEMASK);
@ -610,7 +610,7 @@ namespace swrenderer
return !(fake3D & FAKE3D_FAKEMASK);
}
void SWRenderLine::R_NewWall(bool needlights)
void SWRenderLine::SetWallVariables(bool needlights)
{
double rowoffset;
double yrepeat;
@ -936,7 +936,7 @@ namespace swrenderer
}
}
bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back)
bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const
{
return r_fogboundary && fixedcolormap == NULL && front->ColorMap->Fade &&
front->ColorMap->Fade != back->ColorMap->Fade &&
@ -945,7 +945,7 @@ namespace swrenderer
// Draws zero, one, or two textures for walls.
// Can draw or mark the starting pixel of floor and ceiling textures.
void SWRenderLine::R_RenderSegLoop(int x1, int x2)
void SWRenderLine::RenderWallSegmentTextures(int x1, int x2)
{
int x;
double xscale;

View file

@ -38,15 +38,15 @@ namespace swrenderer
class SWRenderLine
{
public:
void R_AddLine(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector);
void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector);
private:
bool R_StoreWallRange(int start, int stop);
void R_NewWall(bool needlights);
void R_RenderSegLoop(int x1, int x2);
bool RenderWallSegment(int x1, int x2);
void SetWallVariables(bool needlights);
void RenderWallSegmentTextures(int x1, int x2);
bool IsFogBoundary(sector_t *front, sector_t *back);
bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector);
bool IsFogBoundary(sector_t *front, sector_t *back) const;
bool SkyboxCompare(sector_t *frontsector, sector_t *backsector) const;
subsector_t *InSubsector;
sector_t *frontsector;

View file

@ -430,7 +430,7 @@ void R_FakeDrawLoop(subsector_t *sub)
{
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
{
render_line.R_AddLine (line, InSubsector, frontsector, nullptr);
render_line.Render(line, InSubsector, frontsector, nullptr);
}
line++;
}
@ -764,14 +764,14 @@ void R_Subsector (subsector_t *sub)
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
render_line.R_AddLine(line, InSubsector, frontsector, &tempsec); // fake
render_line.Render(line, InSubsector, frontsector, &tempsec); // fake
}
fakeFloor = NULL;
fake3D = 0;
floorplane = backupfp;
ceilingplane = backupcp;
}
render_line.R_AddLine(line, InSubsector, frontsector, nullptr); // now real
render_line.Render(line, InSubsector, frontsector, nullptr); // now real
}
line++;
}