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https://github.com/ZDoom/qzdoom.git
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- renamed IPortal to HWPortal
This commit is contained in:
parent
3e4dcbe2b4
commit
d757efde96
8 changed files with 22 additions and 22 deletions
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@ -312,7 +312,7 @@ void FDrawInfo::DrawHUDModel(HUDSprite *huds, FRenderState &state)
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renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my);
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}
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void FDrawInfo::RenderPortal(IPortal *p, bool usestencil)
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void FDrawInfo::RenderPortal(HWPortal *p, bool usestencil)
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{
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auto gp = static_cast<GLPortal *>(p);
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gp->SetupStencil(this, gl_RenderState, usestencil);
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@ -47,7 +47,7 @@ struct FDrawInfo : public HWDrawInfo
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void DrawIndexed(EDrawType dt, FRenderState &state, int index, int count, bool apply = true) override;
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void DrawModel(GLSprite *spr, FRenderState &state) override;
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void DrawHUDModel(HUDSprite *spr, FRenderState &state) override;
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void RenderPortal(IPortal *p, bool stencil) override;
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void RenderPortal(HWPortal *p, bool stencil) override;
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void SetDepthMask(bool on) override;
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void SetDepthFunc(int func) override;
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@ -46,7 +46,7 @@
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struct GLEEHorizonPortal;
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class GLPortal : public IPortal
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class GLPortal : public HWPortal
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{
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private:
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@ -70,7 +70,7 @@ public:
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protected:
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int level;
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GLPortal(FPortalSceneState *state, bool local = false) : IPortal(state, local) { }
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GLPortal(FPortalSceneState *state, bool local = false) : HWPortal(state, local) { }
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};
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class GLScenePortal : public GLPortal
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@ -101,7 +101,7 @@ void FDrawInfo::AddMirrorSurface(GLWall *w)
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void FDrawInfo::AddPortal(GLWall *wall, int ptype)
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{
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auto &pstate = GLRenderer->mPortalState;
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IPortal * portal;
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HWPortal * portal;
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wall->MakeVertices(this, false);
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switch (ptype)
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@ -260,7 +260,7 @@ void HWDrawInfo::SetupView(float vx, float vy, float vz, bool mirror, bool plane
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//
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//-----------------------------------------------------------------------------
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IPortal * HWDrawInfo::FindPortal(const void * src)
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HWPortal * HWDrawInfo::FindPortal(const void * src)
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{
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int i = Portals.Size() - 1;
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@ -54,7 +54,7 @@ struct particle_t;
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struct FDynLightData;
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struct HUDSprite;
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class Clipper;
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class IPortal;
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class HWPortal;
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class FFlatVertexGenerator;
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class IRenderQueue;
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class HWScenePortalBase;
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@ -149,13 +149,13 @@ struct HWDrawInfo
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int FullbrightFlags;
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std::atomic<int> spriteindex;
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HWScenePortalBase *mClipPortal;
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IPortal *mCurrentPortal;
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HWPortal *mCurrentPortal;
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//FRotator mAngles;
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IShadowMap *mShadowMap;
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Clipper *mClipper;
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FRenderViewpoint Viewpoint;
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HWViewpointUniforms VPUniforms; // per-viewpoint uniform state
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TArray<IPortal *> Portals;
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TArray<HWPortal *> Portals;
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TArray<GLDecal *> 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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@ -263,7 +263,7 @@ public:
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return (screen->hwcaps & RFL_NO_CLIP_PLANES) && VPUniforms.mClipLine.X > -1000000.f;
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}
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IPortal * FindPortal(const void * src);
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HWPortal * FindPortal(const void * src);
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void RenderBSPNode(void *node);
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void ClearBuffers();
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@ -338,7 +338,7 @@ public:
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virtual void DrawIndexed(EDrawType dt, FRenderState &state, int index, int count, bool apply = true) = 0;
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virtual void DrawModel(GLSprite *spr, FRenderState &state) = 0;
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virtual void DrawHUDModel(HUDSprite *spr, FRenderState &state) = 0;
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virtual void RenderPortal(IPortal *p, bool usestencil) = 0;
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virtual void RenderPortal(HWPortal *p, bool usestencil) = 0;
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// Immediate render state change commands. These only change infrequently and should not clutter the render state.
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@ -75,7 +75,7 @@ static FString indent;
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void FPortalSceneState::EndFrame(HWDrawInfo *di)
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{
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IPortal * p;
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HWPortal * p;
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if (gl_portalinfo)
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{
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@ -115,8 +115,8 @@ void FPortalSceneState::EndFrame(HWDrawInfo *di)
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//-----------------------------------------------------------------------------
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bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di)
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{
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IPortal * p;
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IPortal * best = nullptr;
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HWPortal * p;
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HWPortal * best = nullptr;
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unsigned bestindex = 0;
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// Find the one with the highest amount of lines.
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@ -150,7 +150,7 @@ bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di
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}
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void FPortalSceneState::RenderPortal(IPortal *p, bool usestencil, HWDrawInfo *outer_di)
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void FPortalSceneState::RenderPortal(HWPortal *p, bool usestencil, HWDrawInfo *outer_di)
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{
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if (gl_portals) outer_di->RenderPortal(p, usestencil);
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}
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@ -37,15 +37,15 @@ struct GLHorizonInfo
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struct FPortalSceneState;
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class IPortal
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class HWPortal
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{
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friend struct FPortalSceneState;
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public:
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FPortalSceneState * mState;
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TArray<GLWall> lines;
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IPortal(FPortalSceneState *s, bool local);
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virtual ~IPortal() {}
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HWPortal(FPortalSceneState *s, bool local);
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virtual ~HWPortal() {}
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virtual void * GetSource() const = 0; // GetSource MUST be implemented!
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virtual const char *GetName() = 0;
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virtual bool IsSky() { return false; }
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@ -92,10 +92,10 @@ struct FPortalSceneState
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void StartFrame();
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bool RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di);
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void EndFrame(HWDrawInfo *outer_di);
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void RenderPortal(IPortal *p, bool usestencil, HWDrawInfo *outer_di);
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void RenderPortal(HWPortal *p, bool usestencil, HWDrawInfo *outer_di);
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};
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inline IPortal::IPortal(FPortalSceneState *s, bool local) : mState(s)
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inline HWPortal::HWPortal(FPortalSceneState *s, bool local) : mState(s)
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{
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//if (!local) s->portals.Push(this);
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}
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@ -104,11 +104,11 @@ inline IPortal::IPortal(FPortalSceneState *s, bool local) : mState(s)
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class HWScenePortalBase
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{
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protected:
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IPortal *mOwner;
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HWPortal *mOwner;
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public:
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HWScenePortalBase() {}
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virtual ~HWScenePortalBase() {}
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void SetOwner(IPortal *p) { mOwner = p; }
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void SetOwner(HWPortal *p) { mOwner = p; }
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void ClearClipper(HWDrawInfo *di, Clipper *clipper);
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virtual int ClipSeg(seg_t *seg, const DVector3 &viewpos) { return PClip_Inside; }
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