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https://github.com/DrBeef/Raze.git
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396 lines
12 KiB
C++
396 lines
12 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_scene.cpp
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** manages the rendering of the player's view
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**
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*/
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#include "gi.h"
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#include "build.h"
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#include "v_draw.h"
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//#include "a_dynlight.h"
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#include "v_video.h"
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#include "m_png.h"
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#include "i_time.h"
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#include "hw_dynlightdata.h"
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#include "hw_clock.h"
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#include "flatvertices.h"
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#include "hw_renderstate.h"
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#include "hw_lightbuffer.h"
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#include "hw_cvars.h"
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#include "hw_viewpointbuffer.h"
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#include "hw_clipper.h"
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//#include "hwrenderer/scene/hw_portal.h"
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#include "hw_vrmodes.h"
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#include "hw_drawstructs.h"
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#include "hw_drawlist.h"
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#include "hw_drawinfo.h"
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#include "gamecvars.h"
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#include "render.h"
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#include "gamestruct.h"
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#include "gamehud.h"
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EXTERN_CVAR(Bool, cl_capfps)
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PalEntry GlobalMapFog;
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float GlobalFogDensity = 350.f;
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TArray<PortalDesc> allPortals;
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#if 0
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void CollectLights(FLevelLocals* Level)
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{
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IShadowMap* sm = &screen->mShadowMap;
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int lightindex = 0;
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// Todo: this should go through the blockmap in a spiral pattern around the player so that closer lights are preferred.
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for (auto light = Level->lights; light; light = light->next)
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{
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IShadowMap::LightsProcessed++;
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if (light->shadowmapped && light->IsActive() && lightindex < 1024)
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{
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IShadowMap::LightsShadowmapped++;
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light->mShadowmapIndex = lightindex;
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sm->SetLight(lightindex, (float)light->X(), (float)light->Y(), (float)light->Z(), light->GetRadius());
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lightindex++;
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}
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else
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{
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light->mShadowmapIndex = 1024;
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}
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}
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for (; lightindex < 1024; lightindex++)
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{
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sm->SetLight(lightindex, 0, 0, 0, 0);
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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//
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// Renders one viewpoint in a scene
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//
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//-----------------------------------------------------------------------------
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void RenderViewpoint(FRenderViewpoint& mainvp, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
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{
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auto& RenderState = *screen->RenderState();
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/*
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if (mainview && toscreen)
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{
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screen->SetAABBTree(camera->Level->aabbTree);
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screen->mShadowMap.SetCollectLights([=] {
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CollectLights(camera->Level);
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});
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screen->UpdateShadowMap();
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}
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*/
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// Render (potentially) multiple views for stereo 3d
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// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
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auto vrmode = VRMode::GetVRMode(mainview && toscreen);
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const int eyeCount = vrmode->mEyeCount;
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screen->FirstEye();
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hw_int_useindexedcolortextures = eyeCount > 1? false : *hw_useindexedcolortextures;
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for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
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{
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const auto& eye = vrmode->mEyes[eye_ix];
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screen->SetViewportRects(bounds);
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if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
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{
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bool useSSAO = (gl_ssao != 0);
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screen->SetSceneRenderTarget(useSSAO);
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RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
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RenderState.EnableDrawBuffers(RenderState.GetPassDrawBufferCount(), true);
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}
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auto di = HWDrawInfo::StartDrawInfo(nullptr, mainvp, nullptr);
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auto& vp = di->Viewpoint;
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vp = mainvp;
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di->Set3DViewport(RenderState);
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float flash = 1.f;
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di->Viewpoint.FieldOfView = fov; // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
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// Stereo mode specific perspective projection
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
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// Stereo mode specific viewpoint adjustment
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vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees);
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di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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di->ProcessScene(toscreen);
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if (mainview)
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{
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PostProcess.Clock();
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if (toscreen) di->EndDrawScene(RenderState); // do not call this for camera textures.
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if (RenderState.GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
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{
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RenderState.SetPassType(NORMAL_PASS);
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RenderState.EnableDrawBuffers(1);
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}
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screen->PostProcessScene(false, CM_DEFAULT, flash, [&]() { });
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PostProcess.Unclock();
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}
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di->EndDrawInfo();
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if (eyeCount - eye_ix > 1)
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screen->NextEye(eyeCount);
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}
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hw_int_useindexedcolortextures = false;
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}
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//===========================================================================
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//
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// Set up the view point.
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//
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//===========================================================================
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FRenderViewpoint SetupViewpoint(spritetype* cam, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang)
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{
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FRenderViewpoint r_viewpoint{};
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r_viewpoint.CameraSprite = cam;
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r_viewpoint.SectNums = nullptr;
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r_viewpoint.SectCount = sectnum;
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r_viewpoint.Pos = { position.X / 16.f, position.y / -16.f, position.z / -256.f };
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r_viewpoint.HWAngles.Yaw = -90.f + angle.asdeg();
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r_viewpoint.HWAngles.Pitch = -horizon.aspitch();
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r_viewpoint.HWAngles.Roll = -rollang.asdeg();
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r_viewpoint.FieldOfView = (float)r_fov;
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r_viewpoint.RotAngle = angle.asbam();
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double FocalTangent = tan(r_viewpoint.FieldOfView.Radians() / 2);
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DAngle an = 270. - r_viewpoint.HWAngles.Yaw.Degrees;
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r_viewpoint.TanSin = FocalTangent * an.Sin();
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r_viewpoint.TanCos = FocalTangent * an.Cos();
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r_viewpoint.ViewVector = an.ToVector();
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return r_viewpoint;
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}
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void DoWriteSavePic(FileWriter* file, uint8_t* scr, int width, int height, bool upsidedown)
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{
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int pixelsize = 3;
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int pitch = width * pixelsize;
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if (upsidedown)
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{
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scr += ((height - 1) * width * pixelsize);
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pitch *= -1;
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}
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M_CreatePNG(file, scr, nullptr, SS_RGB, width, height, pitch, vid_gamma);
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}
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//===========================================================================
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//
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// Render the view to a savegame picture
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//
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// Currently a bit messy because the game side still needs to be able to
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// handle Polymost.
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//
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//===========================================================================
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bool writingsavepic;
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FileWriter* savefile;
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int savewidth, saveheight;
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void PM_WriteSavePic(FileWriter* file, int width, int height);
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EXTERN_CVAR(Bool, testnewrenderer);
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void WriteSavePic(FileWriter* file, int width, int height)
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{
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if (!testnewrenderer)
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{
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PM_WriteSavePic(file, width, height);
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return;
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}
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int oldx = xdim;
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int oldy = ydim;
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auto oldwindowxy1 = windowxy1;
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auto oldwindowxy2 = windowxy2;
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xdim = width;
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ydim = height;
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videoSetViewableArea(0, 0, width - 1, height - 1);
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writingsavepic = true;
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savefile = file;
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savewidth = width;
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saveheight = height;
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/*bool didit =*/ gi->GenerateSavePic();
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writingsavepic = false;
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xdim = oldx;
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ydim = oldy;
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videoSetViewableArea(oldwindowxy1.X, oldwindowxy1.Y, oldwindowxy2.X, oldwindowxy2.Y);
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}
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void RenderToSavePic(FRenderViewpoint& vp, FileWriter* file, int width, int height)
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{
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IntRect bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.width = width;
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bounds.height = height;
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auto& RenderState = *screen->RenderState();
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// we must be sure the GPU finished reading from the buffer before we fill it with new data.
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screen->WaitForCommands(false);
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// Switch to render buffers dimensioned for the savepic
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screen->SetSaveBuffers(true);
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screen->ImageTransitionScene(true);
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RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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twodpsp.Clear();
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RenderViewpoint(vp, &bounds, vp.FieldOfView.Degrees, 1.333f, 1.333f, true, false);
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int numpixels = width * height;
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uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
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screen->CopyScreenToBuffer(width, height, scr);
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DoWriteSavePic(file, scr, width, height, screen->FlipSavePic());
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M_Free(scr);
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// Switch back the screen render buffers
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screen->SetViewportRects(nullptr);
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screen->SetSaveBuffers(false);
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}
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//===========================================================================
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//
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// Renders the main view
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//
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//===========================================================================
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static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
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{
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// if firstFrame is not yet initialized, initialize it to current time
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// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
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if ((state.firstFrame == 0) || (screen->FrameTime - state.firstFrame >= 1 << 24) || ShaderStartTime >= state.firstFrame)
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state.firstFrame = screen->FrameTime;
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}
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void animatecamsprite(double s);
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void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang, double smoothratio)
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{
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checkRotatedWalls();
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if (gl_fogmode == 1) gl_fogmode = 2; // still needed?
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updatesector(position.X, position.y, §num);
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if (sectnum < 0) return;
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iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
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checkBenchActive();
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// reset statistics counters
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ResetProfilingData();
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// Get this before everything else
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum, angle, horizon, rollang);
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if (cl_capfps) r_viewpoint.TicFrac = 1.;
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else r_viewpoint.TicFrac = smoothratio * (1/65536.);
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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screen->mVertexData->Reset();
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if (writingsavepic) // hack alert! The save code should not go through render_drawrooms, but we can only clean up the game side when Polymost is gone for good.
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{
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RenderToSavePic(r_viewpoint, savefile, savewidth, saveheight);
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return;
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}
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// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
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auto RenderState = screen->RenderState();
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CheckTimer(*RenderState, 0/*ShaderStartTime*/);
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// prepare all camera textures that have been used in the last frame.
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gi->UpdateCameras(r_viewpoint.TicFrac);
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RenderState->SetVertexBuffer(screen->mVertexData);
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// now render the main view
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float fovratio;
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float ratio = ActiveRatio(screen->GetWidth(), screen->GetHeight());
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if (ratio >= 1.33f)
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{
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fovratio = 1.33f;
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}
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else
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{
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fovratio = ratio;
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}
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screen->ImageTransitionScene(true); // Only relevant for Vulkan.
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RenderViewpoint(r_viewpoint, nullptr, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
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All.Unclock();
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}
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void render_camtex(spritetype* playersprite, const vec3_t& position, sectortype* sect, binangle angle, fixedhoriz horizon, binangle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio)
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{
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updatesector(position.X, position.y, §);
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if (!sect) return;
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screen->RenderState()->SetVertexBuffer(screen->mVertexData);
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// now render the main view
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float ratio = camtex->GetDisplayWidth() / camtex->GetDisplayHeight();
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum(sect), angle, horizon, rollang);
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if (cl_capfps) r_viewpoint.TicFrac = smoothratio;
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RenderViewpoint(r_viewpoint, &rect, r_viewpoint.FieldOfView.Degrees, ratio, ratio, false, false);
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All.Unclock();
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}
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FSerializer& Serialize(FSerializer& arc, const char* key, PortalDesc& obj, PortalDesc* defval)
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{
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if (arc.BeginObject(key))
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{
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arc("type", obj.type)
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("dx", obj.dx)
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("dy", obj.dy)
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("dz", obj.dz)
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("targets", obj.targets)
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.EndObject();
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}
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return arc;
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}
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