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

@ -56,7 +56,7 @@ namespace swrenderer
void RenderDrawSegment::Render(DrawSegment *ds, int x1, int x2)
{
auto viewport = RenderViewport::Instance();
auto viewport = Thread->Viewport.get();
RenderFogBoundary renderfog;
float *MaskedSWall = nullptr, MaskedScaleY = 0, rw_scalestep = 0;
fixed_t *maskedtexturecol = nullptr;
@ -83,7 +83,7 @@ namespace swrenderer
SpriteDrawerArgs columndrawerargs;
FDynamicColormap *patchstylecolormap = nullptr;
bool visible = columndrawerargs.SetStyle(LegacyRenderStyles[additive ? STYLE_Add : STYLE_Translucent], alpha, 0, 0, patchstylecolormap);
bool visible = columndrawerargs.SetStyle(viewport, LegacyRenderStyles[additive ? STYLE_Add : STYLE_Translucent], alpha, 0, 0, patchstylecolormap);
if (!visible && !ds->bFogBoundary && !ds->bFakeBoundary)
{
@ -118,7 +118,7 @@ namespace swrenderer
{
if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
{
clip3d->sclipTop = sec->ceilingplane.ZatPoint(r_viewpoint.Pos);
clip3d->sclipTop = sec->ceilingplane.ZatPoint(Thread->Viewport->viewpoint.Pos);
}
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
@ -127,7 +127,7 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, viewport), foggy);
break;
}
}
@ -202,7 +202,7 @@ namespace swrenderer
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
texturemid += rowoffset - r_viewpoint.Pos.Z;
texturemid += rowoffset - Thread->Viewport->viewpoint.Pos.Z;
textop = texturemid;
texturemid *= MaskedScaleY;
}
@ -210,8 +210,8 @@ namespace swrenderer
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
textop = texturemid + rowoffset / MaskedScaleY - r_viewpoint.Pos.Z;
texturemid = (texturemid - r_viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
textop = texturemid + rowoffset / MaskedScaleY - Thread->Viewport->viewpoint.Pos.Z;
texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
}
if (sprflipvert)
{
@ -230,12 +230,12 @@ namespace swrenderer
goto clearfog;
}
if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - r_viewpoint.Pos.Z)
if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - Thread->Viewport->viewpoint.Pos.Z)
{
notrelevant = true;
goto clearfog;
}
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - r_viewpoint.Pos.Z)
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - Thread->Viewport->viewpoint.Pos.Z)
{
notrelevant = true;
goto clearfog;
@ -248,19 +248,19 @@ namespace swrenderer
if (clip3d->fake3D & FAKE3D_CLIPTOP)
{
wallupper.Project(textop < clip3d->sclipTop - r_viewpoint.Pos.Z ? textop : clip3d->sclipTop - r_viewpoint.Pos.Z, &WallC);
wallupper.Project(Thread->Viewport.get(), textop < clip3d->sclipTop - Thread->Viewport->viewpoint.Pos.Z ? textop : clip3d->sclipTop - Thread->Viewport->viewpoint.Pos.Z, &WallC);
}
else
{
wallupper.Project(textop, &WallC);
wallupper.Project(Thread->Viewport.get(), textop, &WallC);
}
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
{
walllower.Project(textop - texheight > clip3d->sclipBottom - r_viewpoint.Pos.Z ? textop - texheight : clip3d->sclipBottom - r_viewpoint.Pos.Z, &WallC);
walllower.Project(Thread->Viewport.get(), textop - texheight > clip3d->sclipBottom - Thread->Viewport->viewpoint.Pos.Z ? textop - texheight : clip3d->sclipBottom - Thread->Viewport->viewpoint.Pos.Z, &WallC);
}
else
{
walllower.Project(textop - texheight, &WallC);
walllower.Project(Thread->Viewport.get(), textop - texheight, &WallC);
}
for (i = x1; i < x2; i++)
@ -319,13 +319,13 @@ namespace swrenderer
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
texturemid = (texturemid - r_viewpoint.Pos.Z + rowoffset) * MaskedScaleY;
texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z + rowoffset) * MaskedScaleY;
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
texturemid = (texturemid - r_viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
}
WallC.sz1 = ds->sz1;
@ -347,7 +347,7 @@ namespace swrenderer
if (clip3d->fake3D & FAKE3D_CLIPTOP)
{
wallupper.Project(clip3d->sclipTop - r_viewpoint.Pos.Z, &WallC);
wallupper.Project(Thread->Viewport.get(), clip3d->sclipTop - Thread->Viewport->viewpoint.Pos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (wallupper.ScreenY[i] < mceilingclip[i])
@ -357,7 +357,7 @@ namespace swrenderer
}
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
{
walllower.Project(clip3d->sclipBottom - r_viewpoint.Pos.Z, &WallC);
walllower.Project(Thread->Viewport.get(), clip3d->sclipBottom - Thread->Viewport->viewpoint.Pos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (walllower.ScreenY[i] > mfloorclip[i])
@ -450,7 +450,7 @@ namespace swrenderer
{
rowoffset += rw_pic->GetHeight();
}
double texturemid = (planez - r_viewpoint.Pos.Z) * yscale;
double texturemid = (planez - Thread->Viewport->viewpoint.Pos.Z) * yscale;
if (rw_pic->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
@ -483,8 +483,8 @@ namespace swrenderer
WallT = ds->tmapvals;
Clip3DFloors *clip3d = Thread->Clip3D.get();
wallupper.Project(clip3d->sclipTop - r_viewpoint.Pos.Z, &WallC);
walllower.Project(clip3d->sclipBottom - r_viewpoint.Pos.Z, &WallC);
wallupper.Project(Thread->Viewport.get(), clip3d->sclipTop - Thread->Viewport->viewpoint.Pos.Z, &WallC);
walllower.Project(Thread->Viewport.get(), clip3d->sclipBottom - Thread->Viewport->viewpoint.Pos.Z, &WallC);
for (i = x1; i < x2; i++)
{
@ -498,7 +498,7 @@ namespace swrenderer
}
ProjectedWallTexcoords walltexcoords;
walltexcoords.ProjectPos(curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
walltexcoords.ProjectPos(Thread->Viewport.get(), curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
double top, bot;
GetMaskedWallTopBottom(ds, top, bot);
@ -704,7 +704,7 @@ namespace swrenderer
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
}
}
@ -718,7 +718,7 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
}
}
@ -881,7 +881,7 @@ namespace swrenderer
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
}
}
@ -895,7 +895,7 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
}
}
@ -923,13 +923,13 @@ namespace swrenderer
RenderPortal *renderportal = Thread->Portal.get();
most.Project(curline->frontsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
most.Project(Thread->Viewport.get(), curline->frontsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
for (int i = x1; i < x2; ++i)
{
if (wallupper.ScreenY[i] < most.ScreenY[i])
wallupper.ScreenY[i] = most.ScreenY[i];
}
most.Project(curline->frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
most.Project(Thread->Viewport.get(), curline->frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
for (int i = x1; i < x2; ++i)
{
if (walllower.ScreenY[i] > most.ScreenY[i])