Detach poly renderer from r_main
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4 changed files with 102 additions and 30 deletions
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@ -59,18 +59,9 @@
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#include "v_font.h"
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#include "r_data/colormaps.h"
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#include "p_maputl.h"
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#include "r_poly.h"
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#include "p_setup.h"
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#include "version.h"
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CUSTOM_CVAR(Bool, r_polyrenderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self == 1 && !hasglnodes)
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{
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Printf("No GL BSP detected. You must restart the map before rendering will be correct\n");
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}
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}
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// MACROS ------------------------------------------------------------------
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#if 0
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@ -915,14 +906,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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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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InSubsector = NULL;
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if (!r_polyrenderer)
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{
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R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
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}
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else
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{
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RenderPolyScene::Instance()->Render();
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}
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R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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camera->renderflags = savedflags;
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WallCycles.Unclock();
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@ -932,11 +916,8 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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if (viewactive)
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{
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PlaneCycles.Clock();
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if (!r_polyrenderer)
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{
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R_DrawPlanes();
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R_DrawPortals();
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}
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R_DrawPlanes();
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R_DrawPortals();
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PlaneCycles.Unclock();
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// [RH] Walk through mirrors
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@ -953,8 +934,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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NetUpdate ();
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MaskedCycles.Clock();
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if (!r_polyrenderer)
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R_DrawMasked ();
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R_DrawMasked ();
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MaskedCycles.Unclock();
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NetUpdate ();
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