- moved around more stuff from the FRenderer interface.
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91813ec43d
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fcc33f0a09
11 changed files with 133 additions and 129 deletions
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@ -868,20 +868,6 @@ bool DFrameBuffer::Begin2D (bool copy3d)
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return false;
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}
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//==========================================================================
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//
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// DFrameBuffer :: DrawBlendingRect
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//
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// In hardware 2D modes, the blending rect needs to be drawn separately
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// from transferring the 3D scene to video memory, because the weapon
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// sprite is drawn on top of that.
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//
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//==========================================================================
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void DFrameBuffer::DrawBlendingRect()
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{
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}
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//==========================================================================
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//
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// DFrameBuffer :: WipeStartScreen
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@ -945,6 +931,37 @@ void DFrameBuffer::GameRestart()
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{
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}
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//==========================================================================
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//
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// DFrameBuffer :: GetCaps
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//
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//==========================================================================
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EXTERN_CVAR(Bool, r_polyrenderer)
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EXTERN_CVAR(Bool, r_drawvoxels)
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uint32_t DFrameBuffer::GetCaps()
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{
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ActorRenderFeatureFlags FlagSet = 0;
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if (r_polyrenderer)
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FlagSet |= RFF_POLYGONAL | RFF_TILTPITCH | RFF_SLOPE3DFLOORS;
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else
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{
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FlagSet |= RFF_UNCLIPPEDTEX;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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}
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if (swtruecolor)
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FlagSet |= RFF_TRUECOLOR;
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else
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FlagSet |= RFF_COLORMAP;
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return (uint32_t)FlagSet;
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}
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CCMD(clean)
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{
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Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);
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@ -1018,7 +1035,9 @@ void V_UpdateModeSize (int width, int height)
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DisplayHeight = height;
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R_OldBlend = ~0;
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Renderer->OnModeSet();
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// the software renderer also needs to be notified
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SWRenderer->OnModeSet();
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}
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void V_OutputResized (int width, int height)
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