- separated DFrameBuffer from DCanvas.
This was a bad idea from the start and really only made sense with DirectDraw. These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated. The software render buffer is now a canvas object owned by the FrameBuffer. Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
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parent
bb9283a9af
commit
c06ad5c59c
14 changed files with 43 additions and 51 deletions
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@ -288,14 +288,16 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
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if (viewpoint.camera->player && (renderTarget != screen ||
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auto screencanvas = screen->GetCanvas();
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if (viewpoint.camera->player && (renderTarget != screencanvas ||
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viewheight == renderTarget->GetHeight() ||
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(renderTarget->GetWidth() > (BASEXCENTER * 2))))
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{ // Adjust PSprite for fullscreen views
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AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (renderTarget != screen || viewheight == renderTarget->GetHeight())
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if (renderTarget != screencanvas || viewheight == renderTarget->GetHeight())
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{
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vis.texturemid -= weapon->YAdjust;
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}
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@ -416,7 +418,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && renderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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if (!noaccel && renderTarget == screencanvas && (DFrameBuffer *)screen->Accel2D)
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{
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FRenderStyle style = vis.RenderStyle;
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style.CheckFuzz();
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