- Backend update from Raze

Mostly cleanup and better separation of game/backend concerns.
This commit is contained in:
Christoph Oelckers 2022-06-06 12:09:29 +02:00
commit c62e14d2c1
30 changed files with 200 additions and 196 deletions

View file

@ -430,4 +430,4 @@ void FGLRenderer::PresentStereo()
}
}
}
}

View file

@ -455,7 +455,7 @@ void FSkyVertexBuffer::RenderRow(FRenderState& state, EDrawType prim, int row, T
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color)
void FSkyVertexBuffer::DoRenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color)
{
auto& primStart = which ? mPrimStartBuild : mPrimStartDoom;
if (tex && tex->isValid())
@ -510,7 +510,7 @@ void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float
{
SetupMatrices(tex, x_offset, y_offset, mirror, mode, state.mModelMatrix, state.mTextureMatrix, tiled, xscale, yscale);
}
RenderDome(state, tex, mode, false, color);
DoRenderDome(state, tex, mode, false, color);
}
@ -570,5 +570,6 @@ void FSkyVertexBuffer::RenderBox(FRenderState& state, FSkyBox* tex, float x_offs
state.Draw(DT_TriangleStrip, FaceStart(4), 4);
state.EnableModelMatrix(false);
state.SetObjectColor(0xffffffff);
}

View file

@ -90,7 +90,7 @@ public:
}
void RenderRow(FRenderState& state, EDrawType prim, int row, TArray<unsigned int>& mPrimStart, bool apply = true);
void RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color = 0xffffffff);
void DoRenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color = 0xffffffff);
void RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale = 0, float yscale = 0, PalEntry color = 0xffffffff);
void RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2, PalEntry color = 0xffffffff);