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

@ -38,7 +38,8 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
if (IsThingCulled(thing))
return false;
DVector3 pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
const auto &viewpoint = PolyRenderer::Instance()->Thread.Viewport->viewpoint;
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
@ -59,8 +60,8 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
pos.X += spriteHalfWidth;
left = DVector2(pos.X - r_viewpoint.Sin * spriteHalfWidth, pos.Y + r_viewpoint.Cos * spriteHalfWidth);
right = DVector2(pos.X + r_viewpoint.Sin * spriteHalfWidth, pos.Y - r_viewpoint.Cos * spriteHalfWidth);
left = DVector2(pos.X - viewpoint.Sin * spriteHalfWidth, pos.Y + viewpoint.Cos * spriteHalfWidth);
right = DVector2(pos.X + viewpoint.Sin * spriteHalfWidth, pos.Y - viewpoint.Cos * spriteHalfWidth);
return true;
}
@ -70,8 +71,9 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
if (!GetLine(thing, line[0], line[1]))
return;
DVector3 pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(r_viewpoint.TicFrac);
const auto &viewpoint = PolyRenderer::Instance()->Thread.Viewport->viewpoint;
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
@ -105,7 +107,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
return;
bool foggy = false;
int actualextralight = foggy ? 0 : r_viewpoint.extralight << 4;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
std::pair<float, float> offsets[4] =
{
@ -250,7 +252,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
args.SetTexture(tex, thing->Translation, true);
}
if (!swrenderer::RenderViewport::Instance()->RenderTarget->IsBgra())
if (!PolyRenderer::Instance()->Thread.Viewport->RenderTarget->IsBgra())
{
uint32_t r = (args.uniforms.color >> 16) & 0xff;
uint32_t g = (args.uniforms.color >> 8) & 0xff;
@ -273,7 +275,7 @@ bool RenderPolySprite::IsThingCulled(AActor *thing)
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != nullptr && *cvar >= 0)
{
double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
double dist = (thing->Pos() - PolyRenderer::Instance()->Thread.Viewport->viewpoint.Pos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
return true;
@ -372,6 +374,7 @@ visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
{
const auto &viewpoint = PolyRenderer::Instance()->Thread.Viewport->viewpoint;
flipX = false;
if (thing->picnum.isValid())
{
@ -385,9 +388,9 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
DVector3 pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(r_viewpoint.TicFrac);
DAngle ang = (pos - r_viewpoint.Pos).Angle();
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
DAngle ang = (pos - viewpoint.Pos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
@ -420,9 +423,9 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
DVector3 pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(r_viewpoint.TicFrac);
DAngle ang = (pos - r_viewpoint.Pos).Angle();
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
DAngle ang = (pos - viewpoint.Pos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{