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https://github.com/KartKrewDev/RingRacers.git
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R_RenderPlayerView, HWR_RenderPlayerView, HWR_RenderSkyboxView: cut down on duplicated code
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dccd70129a
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2 changed files with 113 additions and 234 deletions
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@ -6203,10 +6203,7 @@ static void HWR_SetShaderState(void)
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HWD.pfnSetShader(SHADER_DEFAULT);
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}
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// ==========================================================================
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// Same as rendering the player view, but from the skybox object
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// ==========================================================================
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void HWR_RenderSkyboxView(player_t *player)
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static void HWR_RenderViewpoint(player_t *player, boolean drawSkyTexture, boolean timing)
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{
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const float fpov = FIXED_TO_FLOAT(cv_fov[viewssnum].value+player->fovadd);
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postimg_t *type = &postimgtype[viewssnum];
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@ -6222,212 +6219,6 @@ void HWR_RenderSkyboxView(player_t *player)
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#endif
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}
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// note: sets viewangle, viewx, viewy, viewz
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R_SkyboxFrame(viewssnum);
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// copy view cam position for local use
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dup_viewx = viewx;
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dup_viewy = viewy;
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dup_viewz = viewz;
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dup_viewangle = viewangle;
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// set window position
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HWR_ShiftViewPort();
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gl_viewx = FIXED_TO_FLOAT(dup_viewx);
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gl_viewy = FIXED_TO_FLOAT(dup_viewy);
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gl_viewz = FIXED_TO_FLOAT(dup_viewz);
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gl_viewsin = FIXED_TO_FLOAT(viewsin);
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gl_viewcos = FIXED_TO_FLOAT(viewcos);
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//04/01/2000: Hurdler: added for T&L
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// It should replace all other gl_viewxxx when finished
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memset(&atransform, 0x00, sizeof(FTransform));
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HWR_SetTransformAiming(&atransform, player, true);
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atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT));
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gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT));
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if (*type == postimg_flip)
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atransform.flip = true;
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else
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atransform.flip = false;
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if (*type == postimg_mirror)
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atransform.mirror = true;
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else
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atransform.mirror = false;
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atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx)
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atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy)
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atransform.z = gl_viewz; // FIXED_TO_FLOAT(viewz)
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atransform.scalex = 1;
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atransform.scaley = (float)vid.width/vid.height;
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atransform.scalez = 1;
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atransform.fovxangle = fpov; // Tails
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atransform.fovyangle = fpov; // Tails
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HWR_RollTransform(&atransform, viewroll);
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atransform.splitscreen = r_splitscreen;
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gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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//------------------------------------------------------------------------
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HWR_ClearView();
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if (drawsky)
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HWR_DrawSkyBackground(player);
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//Hurdler: it doesn't work in splitscreen mode
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drawsky = r_splitscreen;
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HWR_ClearSprites();
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drawcount = 0;
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#ifdef NEWCLIP
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{
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angle_t a1 = gld_FrustumAngle(gl_aimingangle);
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gld_clipper_Clear();
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gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
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#ifdef HAVE_SPHEREFRUSTRUM
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gld_FrustrumSetup();
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#endif
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}
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#else
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HWR_ClearClipSegs();
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#endif
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//04/01/2000: Hurdler: added for T&L
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// Actually it only works on Walls and Planes
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HWD.pfnSetTransform(&atransform);
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// Reset the shader state.
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HWR_SetShaderState();
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validcount++;
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if (cv_glbatching.value)
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HWR_StartBatching();
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HWR_RenderBSPNode((INT32)numnodes-1);
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#ifndef NEWCLIP
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// Make a viewangle int so we can render things based on mouselook
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viewangle = localaiming[viewssnum];
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// Handle stuff when you are looking farther up or down.
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if ((gl_aimingangle || fpov > 90.0f))
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{
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dup_viewangle += ANGLE_90;
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //left
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dup_viewangle += ANGLE_90;
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if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_aimingangle<-ANGLE_45))
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{
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //back
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}
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dup_viewangle += ANGLE_90;
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //right
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dup_viewangle += ANGLE_90;
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}
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#endif
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if (cv_glbatching.value)
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HWR_RenderBatches();
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#ifdef ALAM_LIGHTING
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//14/11/99: Hurdler: moved here because it doesn't work with
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// subsector, see other comments;
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HWR_ResetLights();
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#endif
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// Draw MD2 and sprites
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HWR_SortVisSprites();
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HWR_DrawSprites();
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#ifdef NEWCORONAS
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//Hurdler: they must be drawn before translucent planes, what about gl fog?
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HWR_DrawCoronas();
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#endif
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if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
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{
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HWR_CreateDrawNodes();
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}
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HWD.pfnSetTransform(NULL);
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HWD.pfnUnSetShader();
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// added by Hurdler for correct splitscreen
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// moved here by hurdler so it works with the new near clipping plane
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HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
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}
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// ==========================================================================
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//
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// ==========================================================================
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static void HWR_RollTransform(FTransform *tr, angle_t roll)
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{
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if (roll != 0)
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{
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tr->rollangle = roll / (float)ANG1;
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tr->roll = true;
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tr->rollx = 1.0f;
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tr->rollz = 0.0f;
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}
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}
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void HWR_RenderPlayerView(void)
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{
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player_t * player = &players[displayplayers[viewssnum]];
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const float fpov = FIXED_TO_FLOAT(cv_fov[viewssnum].value+player->fovadd);
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postimg_t *type = &postimgtype[viewssnum];
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const boolean skybox = (player->skybox.viewpoint && cv_skybox.value); // True if there's a skybox object and skyboxes are on
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FRGBAFloat ClearColor;
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ClearColor.red = 0.0f;
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ClearColor.green = 0.0f;
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ClearColor.blue = 0.0f;
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ClearColor.alpha = 1.0f;
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if (cv_glshaders.value)
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HWD.pfnSetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime.
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if (viewssnum == 0) // Only do it if it's the first screen being rendered
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HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
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ps_hw_skyboxtime = I_GetPreciseTime();
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if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
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HWR_RenderSkyboxView(player); // This is drawn before everything else so it is placed behind
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ps_hw_skyboxtime = I_GetPreciseTime() - ps_hw_skyboxtime;
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{
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// do we really need to save player (is it not the same)?
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player_t *saved_player = stplyr;
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stplyr = player;
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ST_doPaletteStuff();
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stplyr = saved_player;
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#ifdef ALAM_LIGHTING
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HWR_SetLights(viewssnum);
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#endif
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}
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// note: sets viewangle, viewx, viewy, viewz
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R_SetupFrame(viewssnum);
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framecount++; // timedemo
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// copy view cam position for local use
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dup_viewx = viewx;
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dup_viewy = viewy;
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@ -6480,7 +6271,7 @@ void HWR_RenderPlayerView(void)
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//------------------------------------------------------------------------
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HWR_ClearView(); // Clears the depth buffer and resets the view I believe
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if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
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if (drawSkyTexture)
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HWR_DrawSkyBackground(player);
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//Hurdler: it doesn't work in splitscreen mode
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@ -6510,9 +6301,12 @@ void HWR_RenderPlayerView(void)
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// Reset the shader state.
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HWR_SetShaderState();
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if (timing)
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{
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ps_numbspcalls = 0;
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ps_numpolyobjects = 0;
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ps_bsptime = I_GetPreciseTime();
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}
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validcount++;
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@ -6547,7 +6341,10 @@ void HWR_RenderPlayerView(void)
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}
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#endif
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if (timing)
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{
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ps_bsptime = I_GetPreciseTime() - ps_bsptime;
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}
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if (cv_glbatching.value)
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HWR_RenderBatches();
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@ -6559,22 +6356,40 @@ void HWR_RenderPlayerView(void)
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#endif
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// Draw MD2 and sprites
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if (timing)
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{
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ps_numsprites = gl_visspritecount;
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ps_hw_spritesorttime = I_GetPreciseTime();
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}
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HWR_SortVisSprites();
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if (timing)
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{
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ps_hw_spritesorttime = I_GetPreciseTime() - ps_hw_spritesorttime;
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ps_hw_spritedrawtime = I_GetPreciseTime();
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}
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HWR_DrawSprites();
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if (timing)
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{
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ps_hw_spritedrawtime = I_GetPreciseTime() - ps_hw_spritedrawtime;
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}
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#ifdef NEWCORONAS
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//Hurdler: they must be drawn before translucent planes, what about gl fog?
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HWR_DrawCoronas();
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#endif
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if (timing)
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{
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ps_numdrawnodes = 0;
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ps_hw_nodesorttime = 0;
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ps_hw_nodedrawtime = 0;
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}
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if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
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{
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HWR_CreateDrawNodes();
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@ -6583,13 +6398,72 @@ void HWR_RenderPlayerView(void)
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HWD.pfnSetTransform(NULL);
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HWD.pfnUnSetShader();
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HWR_DoPostProcessor(player);
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// added by Hurdler for correct splitscreen
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// moved here by hurdler so it works with the new near clipping plane
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HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
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}
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// ==========================================================================
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// Same as rendering the player view, but from the skybox object
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// ==========================================================================
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void HWR_RenderSkyboxView(player_t *player)
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{
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// note: sets viewangle, viewx, viewy, viewz
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R_SkyboxFrame(viewssnum);
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HWR_RenderViewpoint(player, drawsky, false);
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}
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// ==========================================================================
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//
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// ==========================================================================
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static void HWR_RollTransform(FTransform *tr, angle_t roll)
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{
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if (roll != 0)
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{
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tr->rollangle = roll / (float)ANG1;
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tr->roll = true;
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tr->rollx = 1.0f;
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tr->rollz = 0.0f;
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}
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}
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void HWR_RenderPlayerView(void)
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{
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player_t * player = &players[displayplayers[viewssnum]];
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const boolean skybox = (player->skybox.viewpoint && cv_skybox.value); // True if there's a skybox object and skyboxes are on
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FRGBAFloat ClearColor;
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ClearColor.red = 0.0f;
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ClearColor.green = 0.0f;
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ClearColor.blue = 0.0f;
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ClearColor.alpha = 1.0f;
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if (cv_glshaders.value)
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HWD.pfnSetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime.
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if (viewssnum == 0) // Only do it if it's the first screen being rendered
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HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
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ps_hw_skyboxtime = I_GetPreciseTime();
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if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
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HWR_RenderSkyboxView(player); // This is drawn before everything else so it is placed behind
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ps_hw_skyboxtime = I_GetPreciseTime() - ps_hw_skyboxtime;
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// note: sets viewangle, viewx, viewy, viewz
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R_SetupFrame(viewssnum);
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framecount++; // timedemo
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HWR_RenderViewpoint(player,
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!skybox && drawsky, // Don't draw the regular sky if there's a skybox
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true); // Main view is profiled
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HWR_DoPostProcessor(player);
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}
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void HWR_LoadLevel(void)
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{
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#ifdef ALAM_LIGHTING
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23
src/r_main.c
23
src/r_main.c
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@ -1477,6 +1477,18 @@ static void Mask_Post (maskcount_t* m)
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// R_RenderView
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// ================
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// viewx, viewy, viewangle, all that good stuff must be set
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static void R_RenderViewpoint(maskcount_t* mask)
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{
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Mask_Pre(mask);
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curdrawsegs = ds_p;
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R_RenderBSPNode((INT32)numnodes - 1);
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Mask_Post(mask);
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}
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// FAB NOTE FOR WIN32 PORT !! I'm not finished already,
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// but I suspect network may have problems with the video buffer being locked
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// for all duration of rendering, and being released only once at the end..
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@ -1535,8 +1547,6 @@ void R_RenderPlayerView(void)
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// The head node is the last node output.
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Mask_Pre(&masks[nummasks - 1]);
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curdrawsegs = ds_p;
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//profile stuff ---------------------------------------------------------
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#ifdef TIMING
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mytotal = 0;
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@ -1544,7 +1554,7 @@ void R_RenderPlayerView(void)
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#endif
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ps_numbspcalls = ps_numpolyobjects = ps_numdrawnodes = 0;
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ps_bsptime = I_GetPreciseTime();
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R_RenderBSPNode((INT32)numnodes - 1);
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R_RenderViewpoint(&masks[nummasks - 1]);
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ps_bsptime = I_GetPreciseTime() - ps_bsptime;
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ps_numsprites = visspritecount;
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#ifdef TIMING
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@ -1554,7 +1564,6 @@ void R_RenderPlayerView(void)
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CONS_Debug(DBG_RENDER, "RenderBSPNode: 0x%d %d\n", *((INT32 *)&mytotal + 1), (INT32)mytotal);
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#endif
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//profile stuff ---------------------------------------------------------
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Mask_Post(&masks[nummasks - 1]);
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ps_sw_spritecliptime = I_GetPreciseTime();
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R_ClipSprites(drawsegs, NULL);
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@ -1593,15 +1602,11 @@ void R_RenderPlayerView(void)
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masks = realloc(masks, (++nummasks)*sizeof(maskcount_t));
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Mask_Pre(&masks[nummasks - 1]);
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curdrawsegs = ds_p;
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portalskipprecipmobjs = portal->isskybox;
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// Render the BSP from the new viewpoint, and clip
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// any sprites with the new clipsegs and window.
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R_RenderBSPNode((INT32)numnodes - 1);
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Mask_Post(&masks[nummasks - 1]);
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R_RenderViewpoint(&masks[nummasks - 1]);
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portalskipprecipmobjs = false;
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