- move r_utility globals into r_viewpoint and r_viewwindow

- change r_utility functions to only work on FRenderViewpoint and FViewWindow
This commit is contained in:
Magnus Norddahl 2017-03-11 23:28:07 +01:00
commit 0c9014b984
75 changed files with 817 additions and 839 deletions

View file

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