- fixed some leftover references to the software renderer.

SVN r3264 (trunk)
This commit is contained in:
Christoph Oelckers 2011-07-07 19:53:42 +00:00
commit 4ef68ded5d
14 changed files with 154 additions and 171 deletions

View file

@ -84,13 +84,28 @@ static bool NoInterpolateView;
CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
CVAR (Int, r_clearbuffer, 0, 0)
CVAR (Bool, r_drawvoxels, true, 0)
CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
DCanvas *RenderTarget; // [RH] canvas to render to
int viewwindowx;
int viewwindowy;
fixed_t viewx;
fixed_t viewy;
fixed_t viewz;
int viewpitch;
extern "C"
{
int viewwidth;
int viewheight;
int centerx;
int centery;
int centerxwide;
}
int otic;
angle_t viewangle;
@ -114,8 +129,14 @@ float LastFOV;
int WidescreenRatio;
int setblocks;
int extralight;
bool setsizeneeded;
fixed_t FocalTangent;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
int FieldOfView = 2048; // Fineangles in the SCREENWIDTH wide window
FCanvasTextureInfo *FCanvasTextureInfo::List;
// CODE --------------------------------------------------------------------
@ -402,6 +423,31 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
R_InitSkyMap ();
centery = viewheight/2;
centerx = viewwidth/2;
if (WidescreenRatio & 4)
{
centerxwide = centerx;
}
else
{
centerxwide = centerx * BaseRatioSizes[WidescreenRatio][3] / 48;
}
int fov = FieldOfView;
// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (centerxwide != centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = int(atan(double(centerx)*tan(double(fov)*M_PI/(FINEANGLES))/double(centerxwide))*(FINEANGLES)/M_PI);
if (fov > 170*FINEANGLES/360)
fov = 170*FINEANGLES/360;
}
FocalTangent = finetangent[FINEANGLES/4+fov/2];
Renderer->SetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
}
@ -749,7 +795,7 @@ void R_SetupFrame (AActor *actor)
player = camera->player;
}
iview->nviewangle = camera->angle + viewangleoffset;
iview->nviewangle = camera->angle;
if (iview->otic == -1 || r_NoInterpolate)
{
R_ResetViewInterpolation ();