- took the game dependent model render functions out of the FModelRenderer class.
This makes FModelRenderer game independent - the 3 functions in question may just be global functions instead.
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6afa73bdcd
commit
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5 changed files with 23 additions and 17 deletions
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@ -293,7 +293,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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else
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{
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FHWModelRenderer renderer(di, state, dynlightindex);
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renderer.RenderModel(x, y, z, modelframe, actor, di->Viewpoint.TicFrac);
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RenderModel(&renderer, x, y, z, modelframe, actor, di->Viewpoint.TicFrac);
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state.SetVertexBuffer(screen->mVertexData);
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}
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}
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@ -89,7 +89,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
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state.AlphaFunc(Alpha_GEqual, 0);
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FHWModelRenderer renderer(this, state, huds->lightindex);
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renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my);
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RenderHUDModel(&renderer, huds->weapon, huds->mx, huds->my);
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state.SetVertexBuffer(screen->mVertexData);
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}
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else
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@ -94,7 +94,7 @@ namespace swrenderer
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renderer.Translation = actor->Translation;
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renderer.AddLights(actor);
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renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac);
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RenderModel(&renderer, x, y, z, smf, actor, r_viewpoint.TicFrac);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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#endif
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}
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@ -143,7 +143,7 @@ namespace swrenderer
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renderer.fillcolor = fullbrightSprite ? ThingColor : ThingColor.Modulate(playermo->Sector->SpecialColors[sector_t::sprites]);
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renderer.Translation = 0xffffffff;// playermo->Translation;
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renderer.RenderHUDModel(psp, ofsx, ofsy);
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RenderHUDModel(&renderer, psp, ofsx, ofsy);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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#endif
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}
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