- did a bit of cleanup on DFrameBuffer, most notably taking GetCaps out of it.
With the old softpoly renderer and OpenGL 2.x being gone there is no more need for such complex handling, it is now a single function in d_main.cpp.
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parent
3ee1aa76c3
commit
5f3e4a5d0e
12 changed files with 45 additions and 102 deletions
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@ -284,35 +284,6 @@ FTexture *DFrameBuffer::WipeEndScreen()
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return nullptr;
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}
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//==========================================================================
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//
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// DFrameBuffer :: GetCaps
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//
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//==========================================================================
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EXTERN_CVAR(Bool, r_drawvoxels)
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uint32_t DFrameBuffer::GetCaps()
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{
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ActorRenderFeatureFlags FlagSet = 0;
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if (V_IsPolyRenderer())
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FlagSet |= RFF_POLYGONAL | RFF_TILTPITCH | RFF_SLOPE3DFLOORS;
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else
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{
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FlagSet |= RFF_UNCLIPPEDTEX;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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}
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if (V_IsTrueColor())
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FlagSet |= RFF_TRUECOLOR;
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else
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FlagSet |= RFF_COLORMAP;
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return (uint32_t)FlagSet;
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}
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//==========================================================================
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//
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// Calculates the viewport values needed for 2D and 3D operations
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@ -455,15 +426,6 @@ FMaterial* DFrameBuffer::CreateMaterial(FGameTexture* tex, int scaleflags)
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return new FMaterial(tex, scaleflags);
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}
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DEFINE_ACTION_FUNCTION(_Screen, GetViewWindow)
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{
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PARAM_PROLOGUE;
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if (numret > 0) ret[0].SetInt(viewwindowx);
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if (numret > 1) ret[1].SetInt(viewwindowy);
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if (numret > 2) ret[2].SetInt(viewwidth);
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if (numret > 3) ret[3].SetInt(viewheight);
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return MIN(numret, 4);
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}
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//==========================================================================
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//
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