Split DrawerArgs into WallDrawerArgs, ColumnDrawerArgs, SpanDrawerArgs and SkyDrawerArgs

This commit is contained in:
Magnus Norddahl 2017-01-29 10:05:37 +01:00
commit 7c7d6e99e9
25 changed files with 1144 additions and 181 deletions

View file

@ -274,7 +274,7 @@ namespace swrenderer
{
int x = x1;
DrawerArgs drawerargs;
ColumnDrawerArgs drawerargs;
if (cameraLight->fixedlightlev >= 0)
drawerargs.SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
@ -315,7 +315,7 @@ namespace swrenderer
} while (needrepeat--);
}
void RenderDecal::DrawColumn(DrawerArgs &drawerargs, int x, FTexture *WallSpriteTile, const ProjectedWallTexcoords &walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip)
void RenderDecal::DrawColumn(ColumnDrawerArgs &drawerargs, int x, FTexture *WallSpriteTile, const ProjectedWallTexcoords &walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip)
{
float iscale = walltexcoords.VStep[x] * maskedScaleY;
double spryscale = 1 / iscale;