Merge branch 'scene_multithreaded' of https://github.com/raa-eruanna/qzdoom into 3.0_work

# Conflicts:
#	src/gl/scene/gl_clipper.cpp
#	src/gl/scene/gl_portal.cpp
#	src/gl/scene/gl_scene.cpp
#	src/swrenderer/scene/r_scene.cpp
This commit is contained in:
Christoph Oelckers 2017-03-12 00:38:55 +01:00
commit 9b33d1dd18
76 changed files with 818 additions and 841 deletions

View file

@ -132,7 +132,7 @@ namespace swrenderer
MaskedCycles.Reset();
WallScanCycles.Reset();
R_SetupFrame(actor);
R_SetupFrame(r_viewpoint, r_viewwindow, actor);
CameraLight::Instance()->SetCamera(actor);
RenderViewport::Instance()->SetupFreelook();
@ -143,18 +143,18 @@ namespace swrenderer
// [RH] Setup particles for this frame
P_FindParticleSubsectors();
ActorRenderFlags savedflags = camera->renderflags;
ActorRenderFlags savedflags = r_viewpoint.camera->renderflags;
// Never draw the player unless in chasecam mode
if (!r_showviewer)
if (!r_viewpoint.showviewer)
{
camera->renderflags |= RF_INVISIBLE;
r_viewpoint.camera->renderflags |= RF_INVISIBLE;
}
RenderThreadSlices();
MainThread()->PlayerSprites->Render();
RenderDrawQueues();
camera->renderflags = savedflags;
r_viewpoint.camera->renderflags = savedflags;
interpolator.RestoreInterpolations();
// If we don't want shadered colormaps, NULL it now so that the
@ -328,17 +328,17 @@ namespace swrenderer
viewwidth = width;
viewport->RenderTarget = canvas;
R_SetWindow(12, width, height, height, true);
R_SetWindow(r_viewpoint, r_viewwindow, 12, width, height, height, true);
viewwindowx = x;
viewwindowy = y;
viewactive = true;
viewport->SetViewport(width, height, WidescreenRatio);
viewport->SetViewport(width, height, r_viewwindow.WidescreenRatio);
RenderActorView(actor, dontmaplines);
viewport->RenderTarget = screen;
R_ExecuteSetViewSize();
R_ExecuteSetViewSize(r_viewpoint, r_viewwindow);
float trueratio;
ActiveRatio(width, height, &trueratio);
screen->Lock(true);