- moved uViewHeight and uCameraPos to the viewpoint uniform struct.
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9486180843
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43e1a2d249
12 changed files with 57 additions and 53 deletions
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@ -104,10 +104,12 @@ void FDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float
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// Setup the view rotation matrix for the given viewpoint
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//
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//-----------------------------------------------------------------------------
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void FDrawInfo::SetupView(FRenderViewpoint &vp, float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror)
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void FDrawInfo::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror)
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{
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auto &vp = Viewpoint;
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vp.SetViewAngle(r_viewwindow);
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SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
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SetCameraPos(vp.Pos);
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ApplyVPUniforms();
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}
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@ -182,8 +184,6 @@ void FDrawInfo::RenderScene(int recursion)
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glDepthMask(true);
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if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion, this);
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gl_RenderState.SetCameraPos(vp.Pos.X, vp.Pos.Y, vp.Pos.Z);
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gl_RenderState.EnableFog(true);
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gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
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@ -287,12 +287,8 @@ void FDrawInfo::RenderScene(int recursion)
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void FDrawInfo::RenderTranslucent()
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{
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const auto &vp = Viewpoint;
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RenderAll.Clock();
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gl_RenderState.SetCameraPos(vp.Pos.X, vp.Pos.Y, vp.Pos.Z);
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// final pass: translucent stuff
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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