Split DrawerArgs into WallDrawerArgs, ColumnDrawerArgs, SpanDrawerArgs and SkyDrawerArgs
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25 changed files with 1144 additions and 181 deletions
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@ -168,7 +168,7 @@ namespace swrenderer
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}
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// Draw a column with support for non-power-of-two ranges
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void RenderWallPart::Draw1Column(int x, int y1, int y2, WallSampler &sampler, DrawerFunc draw1column)
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void RenderWallPart::Draw1Column(int x, int y1, int y2, WallSampler &sampler, WallDrawerFunc draw1column)
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{
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if (r_dynlights && light_list)
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{
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@ -306,7 +306,7 @@ namespace swrenderer
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}
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}
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void RenderWallPart::ProcessWallWorker(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal, DrawerFunc drawcolumn)
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void RenderWallPart::ProcessWallWorker(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal, WallDrawerFunc drawcolumn)
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{
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if (rw_pic->UseType == FTexture::TEX_Null)
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return;
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@ -388,7 +388,7 @@ namespace swrenderer
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void RenderWallPart::ProcessTranslucentWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
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{
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DrawerFunc drawcol1 = drawerargs.GetTransMaskDrawer();
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WallDrawerFunc drawcol1 = drawerargs.GetTransMaskDrawer();
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if (drawcol1 == nullptr)
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{
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// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
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@ -536,7 +536,7 @@ namespace swrenderer
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}
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}
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void RenderWallPart::Render(const DrawerArgs &drawerargs, sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, const short *walltop, const short *wallbottom, double texturemid, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy, FDynamicColormap *basecolormap)
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void RenderWallPart::Render(const WallDrawerArgs &drawerargs, sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, const short *walltop, const short *wallbottom, double texturemid, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy, FDynamicColormap *basecolormap)
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{
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this->drawerargs = drawerargs;
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this->x1 = x1;
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