Remove usage of r_viewpoint and r_viewwindow globals from software renderer and poly renderer

This commit is contained in:
Magnus Norddahl 2017-03-12 18:54:39 +01:00
commit 5fdbbc4f9e
67 changed files with 883 additions and 845 deletions

View file

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