- 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.
This commit is contained in:
Christoph Oelckers 2020-04-27 00:03:23 +02:00
commit 67a50d084a
30 changed files with 179 additions and 168 deletions

View file

@ -37,6 +37,7 @@
#include "gl_buffers.h"
#include "gl_renderstate.h"
#include "v_video.h"
#include "flatvertices.h"
namespace OpenGLRenderer
{

View file

@ -23,16 +23,13 @@
#ifndef __GL_RENDERSTATE_H
#define __GL_RENDERSTATE_H
#include <algorithm>
#include <string.h>
#include "gl_interface.h"
#include "matrix.h"
#include "hwrenderer/scene//hw_drawstructs.h"
#include "hw_renderstate.h"
#include "hw_material.h"
#include "c_cvars.h"
#include "r_defs.h"
#include "r_data/r_translate.h"
#include "g_levellocals.h"
namespace OpenGLRenderer
{
@ -110,7 +107,7 @@ public:
void EnableDrawBuffers(int count, bool apply = false) override
{
count = MIN(count, 3);
count = std::min(count, 3);
if (mNumDrawBuffers != count)
{
static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };

View file

@ -33,12 +33,13 @@
#include "engineerrors.h"
#include "cmdlib.h"
#include "md5.h"
#include "m_misc.h"
#include "gl_shader.h"
#include "hw_shaderpatcher.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "shaderuniforms.h"
#include "hw_viewpointuniforms.h"
#include "hw_lightbuffer.h"
#include "i_specialpaths.h"
#include "printf.h"
#include "gl_interface.h"
#include "gl_debug.h"

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@ -43,6 +43,12 @@
#include "menu/menu.h"
CUSTOM_CVAR(Int, gl_fogmode, 1, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (self > 2) self = 2;
if (self < 0) self = 0;
}
// OpenGL stuff moved here
// GL related CVARs

View file

@ -1,6 +1,5 @@
#pragma once
#include "v_palette.h"
#include "vectors.h"
#include "matrix.h"
#include "hw_material.h"