Hey, I need A way where I can add my renderer code to thread class or a method that way I dont have to rewrite the code...
Like an easier way like a paste my renderer code in my class or ect.. then just allow that renderer code to use my thread so it will render that code from the renderer code is there an way to do this thanks
This is my code so I need to add this code to a class or method where I can execute my thread to read this and renderer it...
Is there a way to do this
my code here:
#include "r_local.h"
#include "v_palette.h"
#include "v_video.h"
#include "m_png.h"
#include "r_bsp.h"
#include "r_swrenderer.h"
#include "r_3dfloors.h"
#include "textures/textures.h"
#include "r_data/voxels.h"
class FArchive;
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
void R_SetupColormap(player_t *);
void R_SetupFreelook();
void R_InitRenderer();
extern float LastFOV;
void FSoftwareRenderer::Init()
{
R_InitRenderer();
}
bool FSoftwareRenderer::UsesColormap() const
{
return true;
}
void FSoftwareRenderer::PrecacheTexture(FTexture *tex, int cache)
{
if (tex != NULL)
{
if (cache & FTextureManager::HIT_Columnmode)
{
const FTexture::Span *spanp;
tex->GetColumn(0, &spanp);
}
else if (cache != 0)
{
tex->GetPixels ();
}
else
{
tex->Unload ();
}
}
}
void FSoftwareRenderer::RenderView(player_t *player)
{
R_RenderActorView (player->mo);
FCanvasTextureInfo::UpdateAll ();
}
void FSoftwareRenderer::RemapVoxels()
{
for (unsigned i=0; i<Voxels.Size(); i++)
{
Voxels[i]->Remap();
}
}
void FSoftwareRenderer::WriteSavePic (player_t *player, FILE *file, int width, int height)
{
DCanvas *pic = new DSimpleCanvas (width, height);
PalEntry palette[256];
pic->ObjectFlags |= OF_Fixed;
pic->Lock ();
R_RenderViewToCanvas (player->mo, pic, 0, 0, width, height);
screen->GetFlashedPalette (palette);
M_CreatePNG (file, pic->GetBuffer(), palette, SS_PAL, width, height, pic->GetPitch());
pic->Unlock ();
pic->Destroy();
pic->ObjectFlags |= OF_YesReallyDelete;
delete pic;
}
void FSoftwareRenderer::DrawRemainingPlayerSprites()
{
R_DrawRemainingPlayerSprites();
}
#define MAX_DN_ANGLE 56 // Max looking down angle
#define MAX_UP_ANGLE 32 // Max looking up angle
int FSoftwareRenderer::GetMaxViewPitch(bool down)
{
return down ? MAX_DN_ANGLE : MAX_UP_ANGLE;
}
void FSoftwareRenderer::OnModeSet ()
{
R_MultiresInit ();
RenderTarget = screen;
screen->Lock (true);
R_SetupBuffer ();
screen->Unlock ();
}
void FSoftwareRenderer::ErrorCleanup ()
{
fakeActive = 0;
fake3D = 0;
while (CurrentSkybox)
{
R_3D_DeleteHeights();
R_3D_LeaveSkybox();
}
R_3D_ResetClip();
R_3D_DeleteHeights();
}
void FSoftwareRenderer::ClearBuffer(int color)
{
memset(RenderTarget->GetBuffer(), color, RenderTarget->GetPitch() * RenderTarget->GetHeight());
}
void FSoftwareRenderer::SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio)
{
R_SWRSetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
}
void FSoftwareRenderer::SetupFrame(player_t *player)
{
R_SetupColormap(player);
R_SetupFreelook();
}
void FSoftwareRenderer::CopyStackedViewParameters()
{
R_CopyStackedViewParameters();
}
void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
{
BYTE *Pixels = const_cast<BYTE*>(tex->GetPixels());
DSimpleCanvas *Canvas = tex->GetCanvas();
unsigned char *savecolormap = fixedcolormap;
FSpecialColormap *savecm = realfixedcolormap;
float savedfov = LastFOV;
R_SetFOV ((float)fov);
R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
R_SetFOV (savedfov);
if (Pixels == Canvas->GetBuffer())
{
FTexture::FlipSquareBlockRemap (Pixels, tex->GetWidth(), tex->GetHeight(), GPalette.Remap);
}
else
{
FTexture::FlipNonSquareBlockRemap (Pixels, Canvas->GetBuffer(), tex->GetWidth(), tex->GetHeight(), Canvas->GetPitch(), GPalette.Remap);
}
tex->SetUpdated();
fixedcolormap = savecolormap;
realfixedcolormap = savecm;
}
sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back)
{
return R_FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, back);
}
What I have tried:
I have tried to add this to a method and then pasted my renderer code in there but it did not work It only gived me some errors...