Move software renderer into its own namespace to isolate its globals and make
any access explicit. This reveals the places in the code where they are being accessed where they shouldn't and prevents accidental usage.
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parent
1bed6feadc
commit
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37 changed files with 231 additions and 157 deletions
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@ -143,14 +143,14 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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double tx = sx - BaseXCenter;
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tx -= tex->GetScaledLeftOffset();
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int x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
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int x1 = xs_RoundToInt(swrenderer::CenterX + tx * swrenderer::pspritexscale);
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// off the right side
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if (x1 > viewwidth)
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return;
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tx += tex->GetScaledWidth();
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int x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
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int x2 = xs_RoundToInt(swrenderer::CenterX + tx * swrenderer::pspritexscale);
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// off the left side
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if (x2 <= 0)
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@ -183,19 +183,19 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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int clipped_x1 = MAX(x1, 0);
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int clipped_x2 = MIN(x2, viewwidth);
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double xscale = pspritexscale / tex->Scale.X;
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double yscale = pspriteyscale / tex->Scale.Y;
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double xscale = swrenderer::pspritexscale / tex->Scale.X;
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double yscale = swrenderer::pspriteyscale / tex->Scale.Y;
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uint32_t translation = 0; // [RH] Use default colors
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double xiscale, startfrac;
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if (flip)
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{
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xiscale = -pspritexiscale * tex->Scale.X;
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xiscale = -swrenderer::pspritexiscale * tex->Scale.X;
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startfrac = 1;
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}
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else
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{
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xiscale = pspritexiscale * tex->Scale.X;
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xiscale = swrenderer::pspritexiscale * tex->Scale.X;
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startfrac = 0;
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}
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@ -217,7 +217,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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int actualextralight = foggy ? 0 : extralight << 4;
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int spriteshade = LIGHT2SHADE(owner->Sector->lightlevel + actualextralight);
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double minz = double((2048 * 4) / double(1 << 20));
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visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / minz, spriteshade);
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visstyle.ColormapNum = GETPALOOKUP(swrenderer::r_SpriteVisibility / minz, spriteshade);
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if (sprite->GetID() < PSP_TARGETCENTER)
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{
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