Add the experimental swrenderer2
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2a9e97688d
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7ef5a9f117
4 changed files with 2236 additions and 4 deletions
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@ -60,6 +60,9 @@
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#include "r_data/colormaps.h"
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#include "farchive.h"
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#include "p_maputl.h"
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#include "r_swrenderer2.h"
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CVAR(Bool, r_newrenderer, 0, 0);
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// MACROS ------------------------------------------------------------------
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@ -897,7 +900,15 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
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PO_LinkToSubsectors();
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InSubsector = NULL;
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R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
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if (!r_newrenderer || !r_swtruecolor)
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{
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R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
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}
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else
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{
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RenderBsp bsp;
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bsp.Render();
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}
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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camera->renderflags = savedflags;
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WallCycles.Unclock();
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@ -907,8 +918,11 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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if (viewactive)
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{
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PlaneCycles.Clock();
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R_DrawPlanes ();
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R_DrawPortals ();
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if (!r_newrenderer || !r_swtruecolor)
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{
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R_DrawPlanes();
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R_DrawPortals();
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}
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PlaneCycles.Unclock();
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// [RH] Walk through mirrors
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@ -925,7 +939,8 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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NetUpdate ();
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MaskedCycles.Clock();
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R_DrawMasked ();
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if (!r_newrenderer || !r_swtruecolor)
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R_DrawMasked ();
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MaskedCycles.Unclock();
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NetUpdate ();
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