mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- removed render.cpp, now that everything is in its proper place.
This commit is contained in:
parent
547ed4e415
commit
0579368626
3 changed files with 0 additions and 625 deletions
|
@ -1074,7 +1074,6 @@ set (PCH_SOURCES
|
|||
core/rendering/hw_entrypoint.cpp
|
||||
core/rendering/scene/hw_clipper.cpp
|
||||
core/rendering/scene/hw_walls.cpp
|
||||
core/rendering/render.cpp
|
||||
core/rendering/scene/hw_drawlistadd.cpp
|
||||
core/rendering/scene/hw_drawlist.cpp
|
||||
core/rendering/scene/hw_drawinfo.cpp
|
||||
|
|
|
@ -1,622 +0,0 @@
|
|||
// renderer draft. This code is not for release!
|
||||
#include "glbackend/glbackend.h"
|
||||
#include "build.h"
|
||||
#include "hw_vrmodes.h"
|
||||
#include "v_draw.h"
|
||||
#include "gamecvars.h"
|
||||
#include "binaryangle.h"
|
||||
#include "automap.h"
|
||||
#include "hw_clipper.h"
|
||||
#include "hw_drawstructs.h"
|
||||
#include "hw_clock.h"
|
||||
#include "render.h"
|
||||
#include "printf.h"
|
||||
#include "v_video.h"
|
||||
#include "flatvertices.h"
|
||||
#include "gamefuncs.h"
|
||||
#include "hw_drawinfo.h"
|
||||
|
||||
angle_t FrustumAngle(float ratio, float fov, float pitch)
|
||||
{
|
||||
float tilt = fabs(pitch);
|
||||
|
||||
// If the pitch is larger than this you can look all around at a FOV of 90°
|
||||
if (tilt > 46.0f) return 0xffffffff;
|
||||
|
||||
// ok, this is a gross hack that barely works...
|
||||
// but at least it doesn't overestimate too much...
|
||||
// todo: integrate roll into the calculation
|
||||
double floatangle = 2.0 + (45.0 + ((tilt / 1.9))) * fov * 48.0 / AspectMultiplier(ratio) / 90.0;
|
||||
angle_t a1 = DAngle(floatangle).BAMs();
|
||||
if (a1 >= ANGLE_180) return 0xffffffff;
|
||||
return a1;
|
||||
}
|
||||
|
||||
|
||||
#define NS namespace Newrender { // auto-format blocking #define.
|
||||
NS
|
||||
|
||||
struct FBunch
|
||||
{
|
||||
int sectnum;
|
||||
int startline;
|
||||
int endline;
|
||||
angle_t startangle; // in pseudo angles for the clipper
|
||||
angle_t endangle;
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
//
|
||||
// Bunches are groups of continuous lines
|
||||
// This array stores the amount of points per bunch,
|
||||
// the view angles for each point and the line index for the starting line
|
||||
//
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
class BunchDrawer
|
||||
{
|
||||
public:
|
||||
Clipper &clipper;
|
||||
int LastBunch;
|
||||
int StartTime;
|
||||
TArray<FBunch> Bunches;
|
||||
TArray<int> CompareData;
|
||||
double viewx, viewy;
|
||||
FixedBitArray<MAXSECTORS> gotsector;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
public:
|
||||
BunchDrawer(Clipper& c, vec2_t& view) : clipper(c)
|
||||
{
|
||||
viewx = view.x * (1/ 16.f);
|
||||
viewy = view.y * -(1/ 16.f);
|
||||
StartScene();
|
||||
clipper.SetViewpoint(DVector2(viewx, viewy));
|
||||
for (int i = 0; i < numwalls; i++)
|
||||
{
|
||||
// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
|
||||
// Reverse the orientation so that startangle and endangle are properly ordered.
|
||||
wall[i].clipangle = 0 - clipper.PointToPseudoAngle(wall[i].x * (1 / 16.f), wall[i].y * (-1 / 16.f));
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
private:
|
||||
void StartScene()
|
||||
{
|
||||
LastBunch = 0;
|
||||
StartTime = I_msTime();
|
||||
Bunches.Clear();
|
||||
CompareData.Clear();
|
||||
gotsector.Zero();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void StartBunch(int sectnum, int linenum, angle_t startan, angle_t endan)
|
||||
{
|
||||
FBunch* bunch = &Bunches[LastBunch = Bunches.Reserve(1)];
|
||||
|
||||
bunch->sectnum = sectnum;
|
||||
bunch->startline = bunch->endline = linenum;
|
||||
bunch->startangle = startan;
|
||||
bunch->endangle = endan;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void AddLineToBunch(int line, int newan)
|
||||
{
|
||||
Bunches[LastBunch].endline++;
|
||||
Bunches[LastBunch].endangle = newan;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DeleteBunch(int index)
|
||||
{
|
||||
Bunches[index] = Bunches.Last();
|
||||
Bunches.Pop();
|
||||
}
|
||||
|
||||
bool CheckClip(walltype* wal)
|
||||
{
|
||||
auto pt2 = &wall[wal->point2];
|
||||
sectortype* backsector = §or[wal->nextsector];
|
||||
sectortype* frontsector = §or[wall[wal->nextwall].nextsector];
|
||||
float bs_floorheight1;
|
||||
float bs_floorheight2;
|
||||
float bs_ceilingheight1;
|
||||
float bs_ceilingheight2;
|
||||
float fs_floorheight1;
|
||||
float fs_floorheight2;
|
||||
float fs_ceilingheight1;
|
||||
float fs_ceilingheight2;
|
||||
|
||||
// Mirrors and horizons always block the view
|
||||
//if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true;
|
||||
|
||||
PlanesAtPoint(frontsector, wal->x, wal->y, &fs_ceilingheight1, &fs_floorheight1);
|
||||
PlanesAtPoint(frontsector, pt2->x, pt2->y, &fs_ceilingheight2, &fs_floorheight2);
|
||||
|
||||
PlanesAtPoint(backsector, wal->x, wal->y, &bs_ceilingheight1, &bs_floorheight1);
|
||||
PlanesAtPoint(backsector, pt2->x, pt2->y, &bs_ceilingheight2, &bs_floorheight2);
|
||||
|
||||
// now check for closed sectors! No idea if we really need the sky checks. We'll see.
|
||||
if (bs_ceilingheight1 <= fs_floorheight1 && bs_ceilingheight2 <= fs_floorheight2)
|
||||
{
|
||||
// backsector's ceiling is below frontsector's floor.
|
||||
if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2)
|
||||
{
|
||||
// backsector's floor is above frontsector's ceiling
|
||||
if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (bs_ceilingheight1 <= bs_floorheight1 && bs_ceilingheight2 <= bs_floorheight2)
|
||||
{
|
||||
// backsector is closed
|
||||
if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false;
|
||||
if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ClipLine
|
||||
// Clips the given segment
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
enum
|
||||
{
|
||||
CL_Skip = 0,
|
||||
CL_Draw = 1,
|
||||
CL_Pass = 2,
|
||||
};
|
||||
|
||||
|
||||
int ClipLine(int line)
|
||||
{
|
||||
angle_t startAngle, endAngle;
|
||||
auto wal = &wall[line];
|
||||
|
||||
startAngle = wal->clipangle;
|
||||
endAngle = wall[wal->point2].clipangle;
|
||||
|
||||
// Back side, i.e. backface culling - read: endAngle >= startAngle!
|
||||
if (startAngle - endAngle < ANGLE_180)
|
||||
{
|
||||
return CL_Skip;
|
||||
}
|
||||
|
||||
if (!clipper.SafeCheckRange(startAngle, endAngle))
|
||||
{
|
||||
return CL_Skip;
|
||||
}
|
||||
|
||||
if (wal->nextwall == -1 || (wal->cstat & CSTAT_WALL_1WAY) || CheckClip(wal))
|
||||
{
|
||||
// one-sided
|
||||
clipper.SafeAddClipRange(startAngle, endAngle);
|
||||
return CL_Draw;
|
||||
}
|
||||
else
|
||||
{
|
||||
return CL_Draw | CL_Pass;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void ProcessBunch(int bnch)
|
||||
{
|
||||
FBunch* bunch = &Bunches[bnch];
|
||||
|
||||
ClipWall.Clock();
|
||||
for (int i = bunch->startline; i <= bunch->endline; i++)
|
||||
{
|
||||
int clipped = ClipLine(i);
|
||||
|
||||
if (clipped & CL_Draw)
|
||||
{
|
||||
show2dwall.Set(i);
|
||||
|
||||
//if (gl_render_walls)
|
||||
{
|
||||
SetupWall.Clock();
|
||||
|
||||
HWWall hwwall;
|
||||
//Printf("Rendering wall %d\n", i);
|
||||
hwwall.Process(nullptr, &wall[i], §or[bunch->sectnum], wall[i].nextsector<0? nullptr : §or[wall[i].nextsector]);
|
||||
rendered_lines++;
|
||||
|
||||
SetupWall.Unclock();
|
||||
}
|
||||
}
|
||||
|
||||
if (clipped & CL_Pass)
|
||||
{
|
||||
ClipWall.Unclock();
|
||||
ProcessSector(wall[i].nextsector);
|
||||
ClipWall.Clock();
|
||||
}
|
||||
}
|
||||
ClipWall.Unclock();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int WallInFront(int wall1, int wall2)
|
||||
{
|
||||
double x1s = WallStartX(wall1);
|
||||
double y1s = WallStartY(wall1);
|
||||
double x1e = WallEndX(wall1);
|
||||
double y1e = WallEndY(wall1);
|
||||
double x2s = WallStartX(wall2);
|
||||
double y2s = WallStartY(wall2);
|
||||
double x2e = WallEndX(wall2);
|
||||
double y2e = WallEndY(wall2);
|
||||
|
||||
double dx = x1e - x1s;
|
||||
double dy = y1e - y1s;
|
||||
|
||||
double t1 = PointOnLineSide(x2s, y2s, x1s, y1s, dx, dy);
|
||||
double t2 = PointOnLineSide(x2e, y2e, x1s, y1s, dx, dy);
|
||||
if (t1 == 0)
|
||||
{
|
||||
if (t2 == 0) return(-1);
|
||||
t1 = t2;
|
||||
}
|
||||
if (t2 == 0) t2 = t1;
|
||||
|
||||
if ((t1 * t2) >= 0)
|
||||
{
|
||||
t2 = PointOnLineSide(viewx, viewy, x1s, y1s, dx, dy);
|
||||
return((t2 * t1) < 0);
|
||||
}
|
||||
|
||||
dx = x2e - x2s;
|
||||
dy = y2e - y2s;
|
||||
t1 = PointOnLineSide(x1s, y1s, x2s, y2s, dx, dy);
|
||||
t2 = PointOnLineSide(x1e, y1e, x2s, y2s, dx, dy);
|
||||
if (t1 == 0)
|
||||
{
|
||||
if (t2 == 0) return(-1);
|
||||
t1 = t2;
|
||||
}
|
||||
if (t2 == 0) t2 = t1;
|
||||
if ((t1 * t2) >= 0)
|
||||
{
|
||||
t2 = PointOnLineSide(viewx, viewy, x2s, y2s, dx, dy);
|
||||
return((t2 * t1) >= 0);
|
||||
}
|
||||
return(-2);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// This is a bit more complicated than it looks because angles can wrap
|
||||
// around so we can only compare angle differences.
|
||||
//
|
||||
// Rules:
|
||||
// 1. Any bunch can span at most 180°.
|
||||
// 2. 2 bunches can never overlap at both ends
|
||||
// 3. if there is an overlap one of the 2 starting points must be in the
|
||||
// overlapping area.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int BunchInFront(FBunch* b1, FBunch* b2)
|
||||
{
|
||||
angle_t anglecheck, endang;
|
||||
|
||||
if (b2->startangle - b1->startangle < b1->endangle - b1->startangle)
|
||||
{
|
||||
// we have an overlap at b2->startangle
|
||||
anglecheck = b2->startangle - b1->startangle;
|
||||
|
||||
// Find the wall in b1 that overlaps b2->startangle
|
||||
for (int i = b1->startline; i <= b1->endline; i++)
|
||||
{
|
||||
endang = wall[wall[i].point2].clipangle - b1->startangle;
|
||||
if (endang > anglecheck)
|
||||
{
|
||||
// found a line
|
||||
int ret = WallInFront(b2->startline, i);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (b1->startangle - b2->startangle < b2->endangle - b2->startangle)
|
||||
{
|
||||
// we have an overlap at b1->startangle
|
||||
anglecheck = b1->startangle - b2->startangle;
|
||||
|
||||
// Find the wall in b2 that overlaps b1->startangle
|
||||
for (int i = b2->startline; i <= b2->endline; i++)
|
||||
{
|
||||
endang = wall[wall[i].point2].clipangle - b2->startangle;
|
||||
if (endang > anglecheck)
|
||||
{
|
||||
// found a line
|
||||
int ret = WallInFront(i, b1->startline);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
// we have no overlap
|
||||
return -1;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FindClosestBunch()
|
||||
{
|
||||
int closest = 0; //Almost works, but not quite :(
|
||||
|
||||
CompareData.Clear();
|
||||
for (unsigned i = 1; i < Bunches.Size(); i++)
|
||||
{
|
||||
switch (BunchInFront(&Bunches[i], &Bunches[closest]))
|
||||
{
|
||||
case 0: // i is in front
|
||||
closest = i;
|
||||
continue;
|
||||
|
||||
case 1: // i is behind
|
||||
continue;
|
||||
|
||||
default: // can't determine
|
||||
CompareData.Push(i); // mark for later comparison
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// we need to do a second pass to see how the marked bunches relate to the currently closest one.
|
||||
for (unsigned i = 0; i < CompareData.Size(); i++)
|
||||
{
|
||||
switch (BunchInFront(&Bunches[CompareData[i]], &Bunches[closest]))
|
||||
{
|
||||
case 0: // is in front
|
||||
closest = CompareData[i];
|
||||
CompareData[i] = CompareData.Last();
|
||||
CompareData.Pop();
|
||||
i = 0; // we need to recheck everything that's still marked.
|
||||
continue;
|
||||
|
||||
case 1: // is behind
|
||||
CompareData[i] = CompareData.Last();
|
||||
CompareData.Pop();
|
||||
i--;
|
||||
continue;
|
||||
|
||||
default:
|
||||
continue;
|
||||
|
||||
}
|
||||
}
|
||||
return closest;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void ProcessSector(int sectnum)
|
||||
{
|
||||
if (gotsector[sectnum]) return;
|
||||
gotsector.Set(sectnum);
|
||||
|
||||
Bsp.Clock();
|
||||
|
||||
auto sect = §or[sectnum];
|
||||
bool inbunch;
|
||||
angle_t startangle;
|
||||
|
||||
//if (sect->validcount == StartTime) return;
|
||||
//sect->validcount = StartTime;
|
||||
|
||||
#if 0//ndef BUILD_TEST
|
||||
DoSector(sectnum, false);
|
||||
#endif
|
||||
|
||||
//Todo: process subsectors
|
||||
inbunch = false;
|
||||
for (int i = 0; i < sect->wallnum; i++)
|
||||
{
|
||||
auto thiswall = &wall[sect->wallptr + i];
|
||||
|
||||
#ifdef _DEBUG
|
||||
// For displaying positions in debugger
|
||||
DVector2 start = { WallStartX(thiswall), WallStartY(thiswall) };
|
||||
DVector2 end = { WallStartX(thiswall->point2), WallStartY(thiswall->point2) };
|
||||
#endif
|
||||
angle_t ang1 = thiswall->clipangle;
|
||||
angle_t ang2 = wall[thiswall->point2].clipangle;
|
||||
|
||||
if (ang1 - ang2 < ANGLE_180)
|
||||
{
|
||||
// Backside
|
||||
inbunch = false;
|
||||
}
|
||||
else if (!clipper.SafeCheckRange(ang1, ang2))
|
||||
{
|
||||
// is it visible?
|
||||
inbunch = false;
|
||||
}
|
||||
else if (!inbunch || ang2 - startangle >= ANGLE_180)
|
||||
{
|
||||
// don't let a bunch span more than 180° to avoid problems.
|
||||
// This limitation ensures that the combined range of 2
|
||||
// bunches will always be less than 360° which simplifies
|
||||
// the distance comparison code because it prevents a
|
||||
// situation where 2 bunches may overlap at both ends.
|
||||
|
||||
startangle = ang1;
|
||||
StartBunch(sectnum, sect->wallptr + i, ang1, ang2);
|
||||
inbunch = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
AddLineToBunch(sect->wallptr + i, ang2);
|
||||
}
|
||||
if (thiswall->point2 != sect->wallptr + i + 1) inbunch = false;
|
||||
}
|
||||
Bsp.Unclock();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
public:
|
||||
void RenderScene(int viewsector)
|
||||
{
|
||||
ProcessSector(viewsector);
|
||||
while (Bunches.Size() > 0)
|
||||
{
|
||||
int closest = FindClosestBunch();
|
||||
ProcessBunch(closest);
|
||||
DeleteBunch(closest);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// R_FrustumAngle
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static void SetProjection(const FRotator& rotation, FAngle fov)
|
||||
{
|
||||
auto vrmode = VRMode::GetVRMode(false);
|
||||
const int eyeCount = vrmode->mEyeCount;
|
||||
const auto& eye = vrmode->mEyes[0];
|
||||
|
||||
int width = (windowxy2.x - windowxy1.x + 1);
|
||||
int height = (windowxy2.y - windowxy1.y + 1);
|
||||
float ratio = ActiveRatio(width, height, nullptr);
|
||||
float fovratio;
|
||||
|
||||
if (ratio >= 1.3f)
|
||||
{
|
||||
fovratio = 1.333333f;
|
||||
}
|
||||
else
|
||||
{
|
||||
fovratio = ratio;
|
||||
}
|
||||
auto rotmat = eye.GetProjection(fov.Degrees, ratio, fovratio);
|
||||
renderSetProjectionMatrix(rotmat.get());
|
||||
}
|
||||
|
||||
static void SetViewMatrix(const FRotator& angles, float vx, float vy, float vz, bool mirror, bool planemirror)
|
||||
{
|
||||
float mult = mirror ? -1.f : 1.f;
|
||||
float planemult = planemirror ? -1.f : 1.f;// Level->info->pixelstretch : Level->info->pixelstretch;
|
||||
VSMatrix mViewMatrix;
|
||||
|
||||
mViewMatrix.loadIdentity();
|
||||
mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
|
||||
mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
|
||||
mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
|
||||
mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
|
||||
mViewMatrix.scale(-mult, planemult, 1);
|
||||
renderSetViewMatrix(mViewMatrix.get());
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
using namespace Newrender;
|
||||
|
||||
void render_drawrooms_(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, float fov, bool mirror, bool planemirror)
|
||||
{
|
||||
GLInterface.ClearDepth();
|
||||
GLInterface.EnableBlend(false);
|
||||
GLInterface.EnableAlphaTest(false);
|
||||
GLInterface.EnableDepthTest(true);
|
||||
GLInterface.SetDepthFunc(DF_LEqual);
|
||||
GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
|
||||
|
||||
|
||||
FRotator rotation;
|
||||
rotation.Yaw = -90.f + q16ang(q16angle).asdeg();
|
||||
rotation.Pitch = -HorizToPitch(q16horizon);
|
||||
rotation.Roll = rollang;
|
||||
GLInterface.SetViewport(windowxy1.x, windowxy1.y, windowxy2.x - windowxy1.x + 1, windowxy2.y - windowxy1.y + 1);
|
||||
SetProjection(rotation, fov);
|
||||
SetViewMatrix(rotation, position.x / 16.f, -position.y / 16.f, -position.z / 256.f, mirror, planemirror);
|
||||
|
||||
renderSetViewpoint(position.x / 16.f, -position.y / 16.f, -position.z / 256.f);
|
||||
renderSetVisibility((2 / 65536.f) * g_visibility / r_ambientlight); // (2 / 65536.f) is a magic factor to produce the same brightness as Polymost.
|
||||
renderBeginScene();
|
||||
|
||||
Clipper clipper;
|
||||
// fixme: This does not consider the roll angle yet. Pitch disabled to get consistent values during testing.
|
||||
auto fa = FrustumAngle(16.f / 9, r_fov, 0);// rotation.Pitch.Degrees);
|
||||
|
||||
angle_t rotang = q16ang(q16angle).asbam();
|
||||
clipper.SafeAddClipRangeRealAngles(rotang + fa, rotang - fa);
|
||||
|
||||
Newrender::BunchDrawer drawer(clipper, position.vec2);
|
||||
|
||||
drawer.RenderScene(sectnum);
|
||||
|
||||
renderFinishScene();
|
||||
|
||||
GLInterface.SetDepthFunc(DF_LEqual);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -2,5 +2,3 @@
|
|||
#include "build.h"
|
||||
|
||||
void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, bool mirror, bool planemirror);
|
||||
void render_drawrooms_(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, float fov, bool mirror, bool planemirror);
|
||||
|
||||
|
|
Loading…
Reference in a new issue