- removed several unneeded GL headers from the software renderer's sources.
- consolidated the code to calculate a sprite's display angle for all 3 renderers. As it turned out, they all differed in their feature support because they had always been updated independently by different people.
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005e6871f9
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20 changed files with 100 additions and 103 deletions
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@ -72,16 +72,13 @@
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#include "doomstat.h"
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#include "serializer.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "actorinlines.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/utility/gl_convert.h"
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#include "gl/utility/gl_templates.h"
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#include "c_cvars.h"
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#include "gl/system//gl_interface.h"
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EXTERN_CVAR(Int, vid_renderer)
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CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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@ -168,7 +165,7 @@ void ADynamicLight::BeginPlay()
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specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
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visibletoplayer = true;
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if (gl.legacyMode && (flags4 & MF4_ATTENUATE))
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if (vid_renderer == 1 && gl.legacyMode && (flags4 & MF4_ATTENUATE))
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{
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args[LIGHT_INTENSITY] = args[LIGHT_INTENSITY] * 2 / 3;
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args[LIGHT_SECONDARY_INTENSITY] = args[LIGHT_SECONDARY_INTENSITY] * 2 / 3;
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@ -793,7 +790,7 @@ CCMD(listlights)
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if (dl->target)
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{
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FTextureID spr = gl_GetSpriteFrame(dl->target->sprite, dl->target->frame, 0, 0, NULL);
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FTextureID spr = sprites[dl->target->sprite].GetSpriteFrame(dl->target->frame, 0, 0., nullptr);
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Printf(", frame = %s ", TexMan[spr]->Name.GetChars());
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}
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