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- Disable model rendering in the software renderer
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6c4f6f94f4
commit
a8b79a28c8
7 changed files with 22 additions and 8 deletions
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@ -262,7 +262,8 @@ namespace swrenderer
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drawerargs.SetTextureVStep(sampler.uv_step);
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drawerargs.SetTextureVPos(sampler.uv_pos);
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drawerargs.DrawColumn(Thread);
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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if (r_models)
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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uint64_t step64 = sampler.uv_step;
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uint64_t pos64 = sampler.uv_pos;
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@ -281,7 +282,8 @@ namespace swrenderer
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drawerargs.SetTextureVStep(sampler.uv_step);
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drawerargs.SetTextureVPos(sampler.uv_pos);
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drawerargs.DrawColumn(Thread);
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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if (r_models)
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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uint64_t step64 = sampler.uv_step;
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uint64_t pos64 = sampler.uv_pos;
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@ -308,7 +310,8 @@ namespace swrenderer
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drawerargs.SetTextureVStep(sampler.uv_step);
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drawerargs.SetTextureVPos(uv_pos);
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drawerargs.DrawColumn(Thread);
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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if (r_models)
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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y += count;
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left -= count;
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@ -275,7 +275,8 @@ namespace swrenderer
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drawerargs.SetDestX2(x2);
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drawerargs.DrawSpan(Thread);
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drawerargs.DrawDepthSpan(Thread, zbufferdepth);
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if (r_models)
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drawerargs.DrawDepthSpan(Thread, zbufferdepth);
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}
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/////////////////////////////////////////////////////////////////////////
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@ -225,7 +225,8 @@ namespace swrenderer
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else
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drawerargs.DrawDoubleSkyColumn(Thread);
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drawerargs.DrawDepthSkyColumn(Thread, 1.0f / 65536.0f);
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if (r_models)
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drawerargs.DrawDepthSkyColumn(Thread, 1.0f / 65536.0f);
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}
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void RenderSkyPlane::DrawSkyColumn(int start_x, int y1, int y2)
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@ -29,6 +29,8 @@ class DrawerCommandQueue;
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typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
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class RenderMemory;
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EXTERN_CVAR(Bool, r_models);
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namespace swrenderer
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{
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class VisibleSpriteList;
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@ -963,6 +963,10 @@ namespace swrenderer
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{
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RenderVoxel::Project(Thread, thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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else if (!r_models)
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{
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RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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else
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{
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int spritenum = thing->sprite;
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@ -67,6 +67,7 @@ EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_clearbuffer)
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CVAR(Bool, r_scene_multithreaded, false, 0);
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CVAR(Bool, r_models, false, 0);
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namespace swrenderer
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{
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@ -156,7 +157,8 @@ namespace swrenderer
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R_UpdateFuzzPosFrameStart();
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MainThread()->Viewport->SetupPolyViewport();
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if (r_models)
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MainThread()->Viewport->SetupPolyViewport();
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ActorRenderFlags savedflags = MainThread()->Viewport->viewpoint.camera->renderflags;
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// Never draw the player unless in chasecam mode
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@ -88,14 +88,15 @@ namespace swrenderer
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int floorlight, ceilinglight;
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F3DFloor *rover;
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renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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if (!r_drawplayersprites ||
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!Thread->Viewport->viewpoint.camera ||
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!Thread->Viewport->viewpoint.camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM) ||
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(r_deathcamera && Thread->Viewport->viewpoint.camera->health <= 0))
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return;
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if (r_models && gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player))
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renderHUDModel = true;
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FDynamicColormap *basecolormap;
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CameraLight *cameraLight = CameraLight::Instance();
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