- Uplift renderer entry point to DVector3 and provide wrappers for old setups.

This commit is contained in:
Mitchell Richters 2022-09-06 21:35:50 +10:00 committed by Christoph Oelckers
parent 056bb9b0cd
commit f72d42bb8e
7 changed files with 22 additions and 13 deletions

View file

@ -5,8 +5,17 @@
class FSerializer;
struct IntRect;
void render_drawrooms(DCoreActor* playersprite, const vec3_t& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov = -1);
void render_camtex(DCoreActor* playersprite, const vec3_t& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio);
void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov = -1);
void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio);
inline void render_drawrooms(DCoreActor* playersprite, const vec3_t& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov = -1)
{
render_drawrooms(playersprite, DVector3(position.X * inttoworld, position.Y * inttoworld, position.Z * zinttoworld), sectnum, angle, horizon, rollang, smoothratio, fov);
}
inline void render_camtex(DCoreActor* playersprite, const vec3_t& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio)
{
render_camtex(playersprite, DVector3(position.X* inttoworld, position.Y * inttoworld, position.Z* zinttoworld), sect, angle, horizon, rollang, camtex, rect, smoothratio);
}
struct PortalDesc
{