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
9416d436fe
37 changed files with 231 additions and 157 deletions
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@ -119,7 +119,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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PolyDrawArgs args;
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args.uniforms.flags = 0;
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if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap)
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if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
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{
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args.uniforms.light = 256;
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args.uniforms.flags |= TriUniforms::fixed_light;
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@ -228,7 +228,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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args.SetTexture(tex, thing->Translation, true);
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}
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if (!r_swtruecolor)
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if (!swrenderer::r_swtruecolor)
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{
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uint32_t r = (args.uniforms.color >> 16) & 0xff;
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uint32_t g = (args.uniforms.color >> 8) & 0xff;
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@ -309,9 +309,9 @@ visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
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}
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// get light level
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if (fixedcolormap != nullptr)
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if (swrenderer::fixedcolormap != nullptr)
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{ // fixed map
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visstyle.BaseColormap = fixedcolormap;
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visstyle.BaseColormap = swrenderer::fixedcolormap;
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visstyle.ColormapNum = 0;
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}
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else
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@ -320,10 +320,10 @@ visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
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}
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if (fixedlightlev >= 0)
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if (swrenderer::fixedlightlev >= 0)
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{
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visstyle.BaseColormap = mybasecolormap;
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visstyle.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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visstyle.ColormapNum = swrenderer::fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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@ -333,7 +333,7 @@ visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
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else
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{ // diminished light
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double minz = double((2048 * 4) / double(1 << 20));
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visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(z, minz), spriteshade);
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visstyle.ColormapNum = GETPALOOKUP(swrenderer::r_SpriteVisibility / MAX(z, minz), spriteshade);
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visstyle.BaseColormap = mybasecolormap;
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}
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}
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