- 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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75 changed files with 817 additions and 839 deletions
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@ -132,7 +132,7 @@ namespace swrenderer
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MaskedCycles.Reset();
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WallScanCycles.Reset();
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R_SetupFrame(actor);
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R_SetupFrame(r_viewpoint, r_viewwindow, actor);
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CameraLight::Instance()->SetCamera(actor);
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RenderViewport::Instance()->SetupFreelook();
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@ -146,18 +146,18 @@ namespace swrenderer
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// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
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PO_LinkToSubsectors();
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ActorRenderFlags savedflags = camera->renderflags;
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ActorRenderFlags savedflags = r_viewpoint.camera->renderflags;
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// Never draw the player unless in chasecam mode
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if (!r_showviewer)
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if (!r_viewpoint.showviewer)
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{
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camera->renderflags |= RF_INVISIBLE;
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r_viewpoint.camera->renderflags |= RF_INVISIBLE;
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}
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RenderThreadSlices();
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MainThread()->PlayerSprites->Render();
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RenderDrawQueues();
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camera->renderflags = savedflags;
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r_viewpoint.camera->renderflags = savedflags;
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interpolator.RestoreInterpolations();
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// If we don't want shadered colormaps, NULL it now so that the
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@ -331,17 +331,17 @@ namespace swrenderer
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viewwidth = width;
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viewport->RenderTarget = canvas;
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R_SetWindow(12, width, height, height, true);
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R_SetWindow(r_viewpoint, r_viewwindow, 12, width, height, height, true);
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viewwindowx = x;
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viewwindowy = y;
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viewactive = true;
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viewport->SetViewport(width, height, WidescreenRatio);
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viewport->SetViewport(width, height, r_viewwindow.WidescreenRatio);
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RenderActorView(actor, dontmaplines);
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viewport->RenderTarget = screen;
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R_ExecuteSetViewSize();
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R_ExecuteSetViewSize(r_viewpoint, r_viewwindow);
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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screen->Lock(true);
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