- 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.
This commit is contained in:
Christoph Oelckers 2020-04-27 00:25:53 +02:00
commit 8ea0a0c5f8
5 changed files with 23 additions and 17 deletions

View file

@ -293,7 +293,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
else
{
FHWModelRenderer renderer(di, state, dynlightindex);
renderer.RenderModel(x, y, z, modelframe, actor, di->Viewpoint.TicFrac);
RenderModel(&renderer, x, y, z, modelframe, actor, di->Viewpoint.TicFrac);
state.SetVertexBuffer(screen->mVertexData);
}
}

View file

@ -89,7 +89,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
state.AlphaFunc(Alpha_GEqual, 0);
FHWModelRenderer renderer(this, state, huds->lightindex);
renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my);
RenderHUDModel(&renderer, huds->weapon, huds->mx, huds->my);
state.SetVertexBuffer(screen->mVertexData);
}
else

View file

@ -94,7 +94,7 @@ namespace swrenderer
renderer.Translation = actor->Translation;
renderer.AddLights(actor);
renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac);
RenderModel(&renderer, x, y, z, smf, actor, r_viewpoint.TicFrac);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
#endif
}
@ -143,7 +143,7 @@ namespace swrenderer
renderer.fillcolor = fullbrightSprite ? ThingColor : ThingColor.Modulate(playermo->Sector->SpecialColors[sector_t::sprites]);
renderer.Translation = 0xffffffff;// playermo->Translation;
renderer.RenderHUDModel(psp, ofsx, ofsy);
RenderHUDModel(&renderer, psp, ofsx, ofsy);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
#endif
}