Move drawerargs globals into a class and make them local
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0c101102dc
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35 changed files with 609 additions and 1545 deletions
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@ -67,8 +67,8 @@ namespace swrenderer
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curline = ds->curline;
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FDynamicColormap *patchstylecolormap = nullptr;
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DrawerStyle drawerstyle;
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bool visible = drawerstyle.SetPatchStyle(LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
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DrawerArgs drawerargs;
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bool visible = drawerargs.SetPatchStyle(LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
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(float)MIN(curline->linedef->alpha, 1.), 0, 0, patchstylecolormap);
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if (!visible && !ds->bFogBoundary && !ds->bFakeBoundary)
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@ -142,9 +142,9 @@ namespace swrenderer
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rw_scalestep = ds->iscalestep;
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if (cameraLight->fixedlightlev >= 0)
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drawerstyle.SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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drawerargs.SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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drawerstyle.SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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drawerargs.SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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// find positioning
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texheight = tex->GetScaledHeightDouble();
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@ -273,7 +273,7 @@ namespace swrenderer
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{
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if (cameraLight->fixedcolormap == nullptr && cameraLight->fixedlightlev < 0)
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{
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drawerstyle.SetColorMapLight(basecolormap, rw_light, wallshade);
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drawerargs.SetColorMapLight(basecolormap, rw_light, wallshade);
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}
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fixed_t iscale = xs_Fix<16>::ToFix(MaskedSWall[x] * MaskedScaleY);
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@ -283,7 +283,7 @@ namespace swrenderer
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else
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sprtopscreen = CenterY - texturemid * spryscale;
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drawerstyle.DrawMaskedColumn(x, iscale, tex, maskedtexturecol[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip);
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drawerargs.DrawMaskedColumn(x, iscale, tex, maskedtexturecol[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip);
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rw_light += rw_lightstep;
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spryscale += rw_scalestep;
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@ -349,7 +349,7 @@ namespace swrenderer
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GetMaskedWallTopBottom(ds, top, bot);
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RenderWallPart renderWallpart;
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renderWallpart.Render(drawerstyle, frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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}
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clearfog:
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@ -383,8 +383,8 @@ namespace swrenderer
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double yscale;
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fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
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DrawerStyle drawerstyle;
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bool visible = drawerstyle.SetPatchStyle(LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
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DrawerArgs drawerargs;
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bool visible = drawerargs.SetPatchStyle(LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
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Alpha, 0, 0, basecolormap);
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if (!visible)
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@ -445,9 +445,9 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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drawerstyle.SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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drawerargs.SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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drawerstyle.SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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drawerargs.SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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@ -481,7 +481,7 @@ namespace swrenderer
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GetMaskedWallTopBottom(ds, top, bot);
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RenderWallPart renderWallpart;
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renderWallpart.Render(drawerstyle, frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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}
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// kg3D - walls of fake floors
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