Remove usage of r_viewpoint and r_viewwindow globals from software renderer and poly renderer
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b398c7458c
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5fdbbc4f9e
67 changed files with 883 additions and 845 deletions
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@ -42,19 +42,21 @@ void RenderPolyPlayerSprites::Render()
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// This code cannot be moved directly to RenderRemainingSprites because the engine
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// draws the canvas textures between this call and the final call to RenderRemainingSprites..
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const auto &viewpoint = PolyRenderer::Instance()->Thread.Viewport->viewpoint;
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if (!r_drawplayersprites ||
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!r_viewpoint.camera ||
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!r_viewpoint.camera->player ||
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!viewpoint.camera ||
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!viewpoint.camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM) ||
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(r_deathcamera && r_viewpoint.camera->health <= 0))
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(r_deathcamera && viewpoint.camera->health <= 0))
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return;
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float bobx, boby;
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P_BobWeapon(r_viewpoint.camera->player, &bobx, &boby, r_viewpoint.TicFrac);
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P_BobWeapon(viewpoint.camera->player, &bobx, &boby, viewpoint.TicFrac);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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double wx, wy;
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DPSprite *weapon = r_viewpoint.camera->player->FindPSprite(PSP_WEAPON);
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DPSprite *weapon = viewpoint.camera->player->FindPSprite(PSP_WEAPON);
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if (weapon)
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{
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if (weapon->firstTic)
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@ -64,8 +66,8 @@ void RenderPolyPlayerSprites::Render()
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_viewpoint.TicFrac;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_viewpoint.TicFrac;
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wx = weapon->oldx + (weapon->x - weapon->oldx) * viewpoint.TicFrac;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * viewpoint.TicFrac;
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}
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}
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else
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@ -74,7 +76,7 @@ void RenderPolyPlayerSprites::Render()
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wy = 0;
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}
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for (DPSprite *sprite = r_viewpoint.camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
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for (DPSprite *sprite = viewpoint.camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
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{
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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@ -82,7 +84,7 @@ void RenderPolyPlayerSprites::Render()
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// In this case let's simply not draw it to avoid crashing.
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if ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr)
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{
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RenderSprite(sprite, r_viewpoint.camera, bobx, boby, wx, wy, r_viewpoint.TicFrac);
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RenderSprite(sprite, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac);
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}
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}
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}
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@ -141,9 +143,10 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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sy += wy;
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}
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auto viewport = swrenderer::RenderViewport::Instance();
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auto viewport = PolyRenderer::Instance()->Thread.Viewport.get();
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const auto &viewpoint = viewport->viewpoint;
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double pspritexscale = r_viewwindow.centerxwide / 160.0;
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double pspritexscale = PolyRenderer::Instance()->Thread.Viewport->viewwindow.centerxwide / 160.0;
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double pspriteyscale = pspritexscale * viewport->YaspectMul;
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double pspritexiscale = 1 / pspritexscale;
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@ -167,7 +170,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
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// Adjust PSprite for fullscreen views
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if (r_viewpoint.camera->player && (viewport->RenderTarget != screen || viewheight == viewport->RenderTarget->GetHeight() || (viewport->RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
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if (viewpoint.camera->player && (viewport->RenderTarget != screen || viewheight == viewport->RenderTarget->GetHeight() || (viewport->RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
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{
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AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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@ -186,7 +189,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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// Move the weapon down for 1280x1024.
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if (sprite->GetID() < PSP_TARGETCENTER)
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{
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texturemid -= AspectPspriteOffset(r_viewwindow.WidescreenRatio);
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texturemid -= AspectPspriteOffset(PolyRenderer::Instance()->Thread.Viewport->viewwindow.WidescreenRatio);
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}
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int clipped_x1 = MAX(x1, 0);
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@ -212,7 +215,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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bool noaccel = false;
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FDynamicColormap *basecolormap = r_viewpoint.sector->ColorMap;
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FDynamicColormap *basecolormap = viewpoint.sector->ColorMap;
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FDynamicColormap *colormap_to_use = basecolormap;
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int ColormapNum = 0;
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@ -222,7 +225,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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RenderStyle = STYLE_Normal;
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bool foggy = false;
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int actualextralight = foggy ? 0 : r_viewpoint.extralight << 4;
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int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
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int spriteshade = swrenderer::LightVisibility::LightLevelToShade(owner->Sector->lightlevel + actualextralight, foggy);
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double minz = double((2048 * 4) / double(1 << 20));
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ColormapNum = GETPALOOKUP(swrenderer::LightVisibility::Instance()->SpriteGlobVis(foggy) / minz, spriteshade);
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@ -287,14 +290,14 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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}
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*/
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if (r_viewpoint.camera->Inventory != nullptr)
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if (viewpoint.camera->Inventory != nullptr)
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{
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visstyle_t visstyle;
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visstyle.Alpha = Alpha;
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visstyle.RenderStyle = STYLE_Count;
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visstyle.Invert = false;
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r_viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle);
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viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle);
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Alpha = visstyle.Alpha;
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@ -345,7 +348,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && swrenderer::RenderViewport::Instance()->RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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if (!noaccel && PolyRenderer::Instance()->Thread.Viewport->RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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{
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FRenderStyle style = RenderStyle;
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style.CheckFuzz();
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