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https://git.code.sf.net/p/quake/quakeforge
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[renderer] Make the core of SCR_UpdateScreen dynamic
This is a bit of a hack to allow me to work on vulkan's screen update "pipeline" without having to mess with the other renderers, since it turns out they're (currently) fundamentally incompatible.
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d2467f1424
commit
07d5749a4e
7 changed files with 63 additions and 45 deletions
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@ -87,6 +87,8 @@ typedef void (*capfunc_t) (struct tex_s *screencap, void *data);
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typedef struct vid_render_funcs_s {
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void (*init) (void);
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void (*UpdateScreen) (struct transform_s camera, double realtime,
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SCR_Func *scr_funcs);
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void (*Draw_CharBuffer) (int x, int y, struct draw_charbuffer_s *buffer);
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void (*Draw_SetScale) (int scale);
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void (*Draw_Character) (int x, int y, unsigned ch);
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@ -39,6 +39,8 @@ typedef void (*SCR_Func)(void);
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// scr_funcs is a null terminated array
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void SCR_UpdateScreen (struct transform_s camera, double realtime,
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SCR_Func *scr_funcs);
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void SCR_UpdateScreen_legacy (struct transform_s camera, double realtime,
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SCR_Func *scr_funcs);
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void SCR_SetFOV (float fov);
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// control whether the 3d viewport is user-controlled or always fullscreen
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void SCR_SetFullscreen (qboolean fullscreen);
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@ -218,6 +218,56 @@ render_side (int side)
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memcpy (r_refdef.camera_inverse, camera_inverse, sizeof (camera_inverse));
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}
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void
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SCR_UpdateScreen_legacy (transform_t camera, double realtime,
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SCR_Func *scr_funcs)
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{
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if (scr_fisheye && !fisheye_cube_map) {
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fisheye_cube_map = r_funcs->create_cube_map (r_data->vid->height);
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}
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if (r_dowarp && !warp_buffer) {
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warp_buffer = r_funcs->create_frame_buffer (r_data->vid->width,
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r_data->vid->height);
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}
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r_funcs->begin_frame ();
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if (r_dowarp) {
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r_funcs->bind_framebuffer (warp_buffer);
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}
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if (scr_fisheye && fisheye_cube_map) {
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int side = fisheye_cube_map->width;
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vrect_t feye = { 0, 0, side, side };
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r_funcs->set_viewport (&feye);
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r_funcs->set_fov (1, 1); //FIXME shouldn't be every frame (2d stuff)
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switch (scr_fviews) {
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case 6: render_side (BOX_BEHIND);
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case 5: render_side (BOX_BOTTOM);
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case 4: render_side (BOX_TOP);
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case 3: render_side (BOX_LEFT);
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case 2: render_side (BOX_RIGHT);
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default:render_side (BOX_FRONT);
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}
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r_funcs->bind_framebuffer (0);
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r_funcs->set_viewport (&r_refdef.vrect);
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r_funcs->post_process (fisheye_cube_map);
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} else {
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r_funcs->set_viewport (&r_refdef.vrect);
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render_scene ();
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if (r_dowarp) {
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r_funcs->bind_framebuffer (0);
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r_funcs->post_process (warp_buffer);
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}
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}
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r_funcs->set_2d (0);
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//view_draw (r_data->scr_view);
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r_funcs->set_2d (1);
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while (*scr_funcs) {
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(*scr_funcs) ();
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scr_funcs++;
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}
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r_funcs->end_frame ();
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}
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void
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SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
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{
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@ -229,10 +279,6 @@ SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
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r_time1 = Sys_DoubleTime ();
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}
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if (scr_fisheye && !fisheye_cube_map) {
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fisheye_cube_map = r_funcs->create_cube_map (r_data->vid->height);
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}
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refdef_t *refdef = r_data->refdef;
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if (Transform_Valid (camera)) {
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Transform_GetWorldMatrix (camera, refdef->camera);
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@ -272,52 +318,12 @@ SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
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if (r_waterwarp) {
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r_dowarp = scr_scene->viewleaf->contents <= CONTENTS_WATER;
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}
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if (r_dowarp && !warp_buffer) {
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warp_buffer = r_funcs->create_frame_buffer (r_data->vid->width,
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r_data->vid->height);
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}
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R_MarkLeaves (scr_scene->viewleaf, r_node_visframes, r_leaf_visframes,
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r_face_visframes);
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}
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r_framecount++;
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R_PushDlights (vec3_origin);
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r_funcs->begin_frame ();
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if (r_dowarp) {
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r_funcs->bind_framebuffer (warp_buffer);
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}
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if (scr_fisheye && fisheye_cube_map) {
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int side = fisheye_cube_map->width;
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vrect_t feye = { 0, 0, side, side };
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r_funcs->set_viewport (&feye);
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r_funcs->set_fov (1, 1); //FIXME shouldn't be every frame (2d stuff)
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switch (scr_fviews) {
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case 6: render_side (BOX_BEHIND);
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case 5: render_side (BOX_BOTTOM);
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case 4: render_side (BOX_TOP);
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case 3: render_side (BOX_LEFT);
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case 2: render_side (BOX_RIGHT);
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default:render_side (BOX_FRONT);
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}
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r_funcs->bind_framebuffer (0);
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r_funcs->set_viewport (&r_refdef.vrect);
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r_funcs->post_process (fisheye_cube_map);
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} else {
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r_funcs->set_viewport (&r_refdef.vrect);
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render_scene ();
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if (r_dowarp) {
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r_funcs->bind_framebuffer (0);
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r_funcs->post_process (warp_buffer);
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}
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}
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r_funcs->set_2d (0);
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//view_draw (r_data->scr_view);
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r_funcs->set_2d (1);
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while (*scr_funcs) {
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(*scr_funcs) ();
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scr_funcs++;
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}
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r_funcs->end_frame ();
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r_funcs->UpdateScreen (camera, realtime, scr_funcs);
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}
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static void
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@ -501,6 +501,8 @@ gl_capture_screen (capfunc_t callback, void *data)
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vid_render_funcs_t gl_vid_render_funcs = {
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.init = gl_vid_render_init,
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.UpdateScreen = SCR_UpdateScreen_legacy,
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.Draw_CharBuffer = gl_Draw_CharBuffer,
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.Draw_SetScale = gl_Draw_SetScale,
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.Draw_Character = gl_Draw_Character,
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@ -445,6 +445,8 @@ glsl_capture_screen (capfunc_t callback, void *data)
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vid_render_funcs_t glsl_vid_render_funcs = {
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.init = glsl_vid_render_init,
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.UpdateScreen = SCR_UpdateScreen_legacy,
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.Draw_CharBuffer = glsl_Draw_CharBuffer,
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.Draw_SetScale = glsl_Draw_SetScale,
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.Draw_Character = glsl_Draw_Character,
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@ -459,6 +459,8 @@ sw_capture_screen (capfunc_t callback, void *data)
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vid_render_funcs_t sw_vid_render_funcs = {
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.init = sw_vid_render_init,
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.UpdateScreen = SCR_UpdateScreen_legacy,
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.Draw_CharBuffer = sw_Draw_CharBuffer,
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.Draw_Character = Draw_Character,
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.Draw_String = Draw_String,
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@ -774,6 +774,8 @@ vulkan_vid_render_shutdown (void)
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vid_render_funcs_t vulkan_vid_render_funcs = {
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.init = vulkan_vid_render_init,
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.UpdateScreen = SCR_UpdateScreen_legacy,
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.Draw_CharBuffer = vulkan_Draw_CharBuffer,
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.Draw_SetScale = vulkan_Draw_SetScale,
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.Draw_Character = vulkan_Draw_Character,
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