- started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now. * changed some methods of the model renderer to take a render style parameter instead of a full actor.
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30 changed files with 179 additions and 168 deletions
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@ -37,6 +37,7 @@
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#include "gl_buffers.h"
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#include "gl_renderstate.h"
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#include "v_video.h"
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#include "flatvertices.h"
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namespace OpenGLRenderer
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{
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@ -23,16 +23,13 @@
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#ifndef __GL_RENDERSTATE_H
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#define __GL_RENDERSTATE_H
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#include <algorithm>
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#include <string.h>
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#include "gl_interface.h"
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#include "matrix.h"
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#include "hwrenderer/scene//hw_drawstructs.h"
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#include "hw_renderstate.h"
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#include "hw_material.h"
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#include "c_cvars.h"
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#include "r_defs.h"
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#include "r_data/r_translate.h"
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#include "g_levellocals.h"
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namespace OpenGLRenderer
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{
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@ -110,7 +107,7 @@ public:
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void EnableDrawBuffers(int count, bool apply = false) override
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{
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count = MIN(count, 3);
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count = std::min(count, 3);
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if (mNumDrawBuffers != count)
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{
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static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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@ -33,12 +33,13 @@
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#include "engineerrors.h"
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#include "cmdlib.h"
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#include "md5.h"
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#include "m_misc.h"
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#include "gl_shader.h"
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#include "hw_shaderpatcher.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "shaderuniforms.h"
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#include "hw_viewpointuniforms.h"
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#include "hw_lightbuffer.h"
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#include "i_specialpaths.h"
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#include "printf.h"
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#include "gl_interface.h"
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#include "gl_debug.h"
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@ -43,6 +43,12 @@
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#include "menu/menu.h"
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CUSTOM_CVAR(Int, gl_fogmode, 1, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (self > 2) self = 2;
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if (self < 0) self = 0;
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}
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// OpenGL stuff moved here
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// GL related CVARs
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@ -1,6 +1,5 @@
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#pragma once
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#include "v_palette.h"
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#include "vectors.h"
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#include "matrix.h"
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#include "hw_material.h"
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