- move r_utility globals into r_viewpoint and r_viewwindow
- change r_utility functions to only work on FRenderViewpoint and FViewWindow
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28aba3469d
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0c9014b984
75 changed files with 817 additions and 839 deletions
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@ -118,7 +118,7 @@ namespace swrenderer
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{
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if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
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{
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clip3d->sclipTop = sec->ceilingplane.ZatPoint(ViewPos);
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clip3d->sclipTop = sec->ceilingplane.ZatPoint(r_viewpoint.Pos);
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}
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for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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@ -202,7 +202,7 @@ namespace swrenderer
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{
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// rowoffset is added before the multiply so that the masked texture will
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// still be positioned in world units rather than texels.
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texturemid += rowoffset - ViewPos.Z;
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texturemid += rowoffset - r_viewpoint.Pos.Z;
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textop = texturemid;
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texturemid *= MaskedScaleY;
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}
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@ -210,8 +210,8 @@ namespace swrenderer
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{
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// rowoffset is added outside the multiply so that it positions the texture
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// by texels instead of world units.
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textop = texturemid + rowoffset / MaskedScaleY - ViewPos.Z;
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texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
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textop = texturemid + rowoffset / MaskedScaleY - r_viewpoint.Pos.Z;
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texturemid = (texturemid - r_viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
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}
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if (sprflipvert)
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{
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@ -230,12 +230,12 @@ namespace swrenderer
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goto clearfog;
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}
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if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - ViewPos.Z)
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if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - r_viewpoint.Pos.Z)
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{
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notrelevant = true;
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goto clearfog;
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}
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if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - ViewPos.Z)
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if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - r_viewpoint.Pos.Z)
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{
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notrelevant = true;
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goto clearfog;
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@ -248,7 +248,7 @@ namespace swrenderer
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if (clip3d->fake3D & FAKE3D_CLIPTOP)
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{
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wallupper.Project(textop < clip3d->sclipTop - ViewPos.Z ? textop : clip3d->sclipTop - ViewPos.Z, &WallC);
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wallupper.Project(textop < clip3d->sclipTop - r_viewpoint.Pos.Z ? textop : clip3d->sclipTop - r_viewpoint.Pos.Z, &WallC);
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}
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else
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{
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@ -256,7 +256,7 @@ namespace swrenderer
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}
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if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
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{
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walllower.Project(textop - texheight > clip3d->sclipBottom - ViewPos.Z ? textop - texheight : clip3d->sclipBottom - ViewPos.Z, &WallC);
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walllower.Project(textop - texheight > clip3d->sclipBottom - r_viewpoint.Pos.Z ? textop - texheight : clip3d->sclipBottom - r_viewpoint.Pos.Z, &WallC);
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}
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else
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{
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@ -319,13 +319,13 @@ namespace swrenderer
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{
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// rowoffset is added before the multiply so that the masked texture will
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// still be positioned in world units rather than texels.
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texturemid = (texturemid - ViewPos.Z + rowoffset) * MaskedScaleY;
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texturemid = (texturemid - r_viewpoint.Pos.Z + rowoffset) * MaskedScaleY;
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}
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else
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{
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// rowoffset is added outside the multiply so that it positions the texture
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// by texels instead of world units.
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texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
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texturemid = (texturemid - r_viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
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}
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WallC.sz1 = ds->sz1;
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@ -347,7 +347,7 @@ namespace swrenderer
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if (clip3d->fake3D & FAKE3D_CLIPTOP)
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{
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wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
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wallupper.Project(clip3d->sclipTop - r_viewpoint.Pos.Z, &WallC);
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for (i = x1; i < x2; i++)
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{
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if (wallupper.ScreenY[i] < mceilingclip[i])
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@ -357,7 +357,7 @@ namespace swrenderer
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}
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if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
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{
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walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
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walllower.Project(clip3d->sclipBottom - r_viewpoint.Pos.Z, &WallC);
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for (i = x1; i < x2; i++)
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{
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if (walllower.ScreenY[i] > mfloorclip[i])
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@ -450,7 +450,7 @@ namespace swrenderer
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{
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rowoffset += rw_pic->GetHeight();
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}
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double texturemid = (planez - ViewPos.Z) * yscale;
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double texturemid = (planez - r_viewpoint.Pos.Z) * yscale;
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if (rw_pic->bWorldPanning)
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{
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// rowoffset is added before the multiply so that the masked texture will
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@ -483,8 +483,8 @@ namespace swrenderer
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WallT = ds->tmapvals;
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
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walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
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wallupper.Project(clip3d->sclipTop - r_viewpoint.Pos.Z, &WallC);
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walllower.Project(clip3d->sclipBottom - r_viewpoint.Pos.Z, &WallC);
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for (i = x1; i < x2; i++)
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{
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