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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37 changed files with 231 additions and 157 deletions
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@ -133,6 +133,8 @@ void DCanvas::DrawTexture (FTexture *img, double x, double y, int tags_first, ..
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void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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{
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#ifndef NO_SWRENDER
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using namespace swrenderer;
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static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
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const BYTE *translation = NULL;
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@ -1026,7 +1028,7 @@ void DCanvas::PUTTRANSDOT (int xx, int yy, int basecolor, int level)
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{
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uint32_t *spot = (uint32_t*)GetBuffer() + oldyyshifted + xx;
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uint32_t fg = LightBgra::shade_pal_index_simple(basecolor, LightBgra::calc_light_multiplier(0));
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uint32_t fg = swrenderer::LightBgra::shade_pal_index_simple(basecolor, swrenderer::LightBgra::calc_light_multiplier(0));
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uint32_t fg_red = (fg >> 16) & 0xff;
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uint32_t fg_green = (fg >> 8) & 0xff;
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uint32_t fg_blue = fg & 0xff;
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@ -1359,6 +1361,8 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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FDynamicColormap *colormap, int lightlevel, int bottomclip)
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{
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#ifndef NO_SWRENDER
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using namespace swrenderer;
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// Use an equation similar to player sprites to determine shade
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fixed_t shade = LIGHT2SHADE(lightlevel) - 12*FRACUNIT;
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float topy, boty, leftx, rightx;
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