gzdoom-gles/src/gl/scene/gl_scene.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_scene.cpp
** manages the rendering of the player's view
**
*/
#include "gl/system/gl_system.h"
#include "i_time.h"
#include "gi.h"
#include "m_png.h"
#include "m_random.h"
#include "st_stuff.h"
#include "dobject.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_data/r_interpolate.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_effect.h"
#include "sbar.h"
#include "po_man.h"
#include "r_utility.h"
#include "p_local.h"
#include "serializer.h"
#include "g_levellocals.h"
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#include "events.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/models/gl_models.h"
#include "gl/scene/gl_clipper.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/scene/gl_scenedrawer.h"
#include "gl/shaders/gl_shader.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/stereo3d/scoped_view_shifter.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_texture, true, 0)
CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
EXTERN_CVAR (Bool, cl_capfps)
EXTERN_CVAR (Bool, r_deathcamera)
EXTERN_CVAR (Float, r_visibility)
EXTERN_CVAR (Bool, r_drawvoxels)
//-----------------------------------------------------------------------------
//
// R_FrustumAngle
//
//-----------------------------------------------------------------------------
angle_t GLSceneDrawer::FrustumAngle()
{
float tilt = fabs(GLRenderer->mAngles.Pitch.Degrees);
// If the pitch is larger than this you can look all around at a FOV of 90<39>
if (tilt > 46.0f) return 0xffffffff;
// ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much...
double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*GLRenderer->mCurrentFoV*48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
if (a1 >= ANGLE_180) return 0xffffffff;
return a1;
}
//-----------------------------------------------------------------------------
//
// Sets the area the camera is in
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::SetViewArea()
{
// The render_sector is better suited to represent the current position in GL
r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector;
// Get the heightsec state from the render sector, not the current one!
if (r_viewpoint.sector->heightsec && !(r_viewpoint.sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
in_area = r_viewpoint.Pos.Z <= r_viewpoint.sector->heightsec->floorplane.ZatPoint(r_viewpoint.Pos) ? area_below :
(r_viewpoint.Pos.Z > r_viewpoint.sector->heightsec->ceilingplane.ZatPoint(r_viewpoint.Pos) &&
!(r_viewpoint.sector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above : area_normal;
}
else
{
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in_area = area_default; // depends on exposed lower sectors
}
}
//-----------------------------------------------------------------------------
//
// resets the 3D viewport
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::Reset3DViewport()
{
glViewport(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.top, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height);
}
//-----------------------------------------------------------------------------
//
// sets 3D viewport and initial state
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::Set3DViewport(bool mainview)
{
if (mainview && GLRenderer->mBuffers->Setup(GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mSceneViewport.width, GLRenderer->mSceneViewport.height))
{
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bool useSSAO = (gl_ssao != 0);
GLRenderer->mBuffers->BindSceneFB(useSSAO);
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gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply();
}
// Always clear all buffers with scissor test disabled.
// This is faster on newer hardware because it allows the GPU to skip
// reading from slower memory where the full buffers are stored.
glDisable(GL_SCISSOR_TEST);
glClearColor(GLRenderer->mSceneClearColor[0], GLRenderer->mSceneClearColor[1], GLRenderer->mSceneClearColor[2], 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const auto &bounds = GLRenderer->mSceneViewport;
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
glEnable(GL_SCISSOR_TEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS,0,~0); // default stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
}
//-----------------------------------------------------------------------------
//
// Setup the camera position
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::SetViewAngle(DAngle viewangle)
{
GLRenderer->mAngles.Yaw = float(270.0-viewangle.Degrees);
DVector2 v = r_viewpoint.Angles.Yaw.ToVector();
GLRenderer->mViewVector.X = v.X;
GLRenderer->mViewVector.Y = v.Y;
R_SetViewAngle(r_viewpoint, r_viewwindow);
}
//-----------------------------------------------------------------------------
//
// SetProjection
// sets projection matrix
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::SetProjection(VSMatrix matrix)
{
gl_RenderState.mProjectionMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.multMatrix(matrix);
}
//-----------------------------------------------------------------------------
//
// Setup the modelview matrix
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror)
{
float mult = mirror? -1:1;
float planemult = planemirror? -level.info->pixelstretch : level.info->pixelstretch;
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Yaw.Degrees, 0.0f, mult, 0.0f);
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gl_RenderState.mViewMatrix.translate(vx * mult, -vz * planemult , -vy);
gl_RenderState.mViewMatrix.scale(-mult, planemult, 1);
}
//-----------------------------------------------------------------------------
//
// SetupView
// Setup the view rotation matrix for the given viewpoint
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror)
{
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SetViewAngle(va);
SetViewMatrix(vx, vy, vz, mirror, planemirror);
gl_RenderState.ApplyMatrices();
}
//-----------------------------------------------------------------------------
//
// CreateScene
//
// creates the draw lists for the current scene
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::CreateScene()
{
angle_t a1 = FrustumAngle();
InitClipper(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1);
// reset the portal manager
GLPortal::StartFrame();
PO_LinkToSubsectors();
ProcessAll.Clock();
// clip the scene and fill the drawlists
for(auto p : level.portalGroups) p->glportal = nullptr;
GLRenderer->gl_spriteindex=0;
Bsp.Clock();
GLRenderer->mVBO->Map();
SetView();
validcount++; // used for processing sidedefs only once by the renderer.
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RenderBSPNode (level.HeadNode());
if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
Bsp.Unclock();
// And now the crappy hacks that have to be done to avoid rendering anomalies.
// These cannot be multithreaded when the time comes because all these depend
// on the global 'validcount' variable.
gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks
GLRenderer->mVBO->Unmap();
ProcessAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderScene
//
// Draws the current draw lists for the non GLSL renderer
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::RenderScene(int recursion)
{
RenderAll.Clock();
glDepthMask(true);
if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion);
gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z);
gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
if (gl_sort_textures)
{
gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls();
gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats();
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls();
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats();
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
}
// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
// so that we don't have to do repeated map/unmap calls on the buffer.
bool haslights = GLRenderer->mLightCount > 0 && FixedColormap == CM_DEFAULT && gl_lights;
if (gl.lightmethod == LM_DEFERRED && haslights)
{
GLRenderer->mLights->Begin();
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY, true);
gl_drawinfo->drawlists[GLDL_MODELS].Draw(GLPASS_LIGHTSONLY);
SetupWeaponLight();
GLRenderer->mLights->Finish();
}
// Part 1: solid geometry. This is set up so that there are no transparent parts
glDepthFunc(GL_LESS);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
glDisable(GL_POLYGON_OFFSET_FILL);
int pass;
if (!haslights || gl.lightmethod == LM_DEFERRED)
{
pass = GLPASS_PLAIN;
}
else if (gl.lightmethod == LM_DIRECT)
{
pass = GLPASS_ALL;
}
else // GL 2.x legacy mode
{
// process everything that needs to handle textured dynamic lights.
if (haslights) RenderMultipassStuff();
// The remaining lists which are unaffected by dynamic lights are just processed as normal.
pass = GLPASS_PLAIN;
}
gl_RenderState.EnableTexture(gl_texture);
gl_RenderState.EnableBrightmap(true);
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(pass);
gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(pass);
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
if (!gl_texture)
{
gl_RenderState.EnableTexture(true);
gl_RenderState.SetTextureMode(TM_MASK);
}
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(pass);
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(pass);
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
if (gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(pass);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0);
}
gl_drawinfo->drawlists[GLDL_MODELS].Draw(pass);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Part 4: Draw decals (not a real pass)
glDepthFunc(GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthMask(false);
// this is the only geometry type on which decals can possibly appear
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals();
if (gl.legacyMode)
{
// also process the render lists with walls and dynamic lights
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawDecals();
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawDecals();
}
gl_RenderState.SetTextureMode(TM_MODULATE);
glDepthMask(true);
// Push bleeding floor/ceiling textures back a little in the z-buffer
// so they don't interfere with overlapping mid textures.
glPolygonOffset(1.0f, 128.0f);
// Part 5: flood all the gaps with the back sector's flat texture
// This will always be drawn like GLDL_PLAIN, depending on the fog settings
glDepthMask(false); // don't write to Z-buffer!
gl_RenderState.EnableFog(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_drawinfo->DrawUnhandledMissingTextures();
glDepthMask(true);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderTranslucent
//
// Draws the current draw lists for the non GLSL renderer
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::RenderTranslucent()
{
RenderAll.Clock();
glDepthMask(false);
gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z);
// final pass: translucent stuff
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.EnableBrightmap(true);
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_TRANSLUCENT);
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].DrawSorted();
gl_RenderState.EnableBrightmap(false);
glDepthMask(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// gl_drawscene - this function renders the scene from the current
// viewpoint, including mirrors and skyboxes and other portals
// It is assumed that the GLPortal::EndFrame returns with the
// stencil, z-buffer and the projection matrix intact!
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::DrawScene(int drawmode)
{
static int recursion=0;
static int ssao_portals_available = 0;
bool applySSAO = false;
if (drawmode == DM_MAINVIEW)
{
ssao_portals_available = gl_ssao_portals;
applySSAO = true;
}
else if (drawmode == DM_OFFSCREEN)
{
ssao_portals_available = 0;
}
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
{
applySSAO = true;
ssao_portals_available--;
}
if (r_viewpoint.camera != nullptr)
{
ActorRenderFlags savedflags = r_viewpoint.camera->renderflags;
CreateScene();
r_viewpoint.camera->renderflags = savedflags;
}
else
{
CreateScene();
}
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
RenderScene(recursion);
if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
{
gl_RenderState.EnableDrawBuffers(1);
GLRenderer->AmbientOccludeScene();
GLRenderer->mBuffers->BindSceneFB(true);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply();
gl_RenderState.ApplyMatrices();
}
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
GLPortal::EndFrame();
recursion--;
RenderTranslucent();
}
//-----------------------------------------------------------------------------
//
// Draws player sprites and color blend
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
{
gl_RenderState.EnableFog(false);
// [BB] HUD models need to be rendered here. Make sure that
// DrawPlayerSprites is only called once. Either to draw
// HUD models or to draw the weapon sprites.
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
if ( renderHUDModel )
{
// [BB] The HUD model should be drawn over everything else already drawn.
glClear(GL_DEPTH_BUFFER_BIT);
DrawPlayerSprites (viewsector, true);
}
glDisable(GL_STENCIL_TEST);
GLRenderer->framebuffer->Begin2D(false);
Reset3DViewport();
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// Delay drawing psprites until after bloom has been applied, if enabled.
if (!FGLRenderBuffers::IsEnabled() || !gl_bloom || FixedColormap != CM_DEFAULT)
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{
DrawEndScene2D(viewsector);
}
else
{
// Restore standard rendering state
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
glDisable(GL_SCISSOR_TEST);
}
}
void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
{
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
// [BB] Only draw the sprites if we didn't render a HUD model before.
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if (renderHUDModel == false)
{
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DrawPlayerSprites(viewsector, false);
}
if (gl.legacyMode)
{
gl_RenderState.DrawColormapOverlay();
}
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);
DrawTargeterSprites();
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if (!FGLRenderBuffers::IsEnabled())
{
DrawBlend(viewsector);
}
// Restore standard rendering state
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
glDisable(GL_SCISSOR_TEST);
}
//-----------------------------------------------------------------------------
//
// R_RenderView - renders one view - either the screen or a camera texture
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::ProcessScene(bool toscreen)
{
FDrawInfo::StartDrawInfo(this);
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
GLPortal::BeginScene();
int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
CurrentMapSections.Resize(level.NumMapSections);
CurrentMapSections.Zero();
CurrentMapSections.Set(mapsection);
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
FDrawInfo::EndDrawInfo();
}
//-----------------------------------------------------------------------------
//
// gl_SetFixedColormap
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::SetFixedColormap (player_t *player)
{
FixedColormap=CM_DEFAULT;
// check for special colormaps
player_t * cplayer = player->camera->player;
if (cplayer)
{
if (cplayer->extralight == INT_MIN)
{
FixedColormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
r_viewpoint.extralight=0;
}
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
{
FixedColormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
}
else if (cplayer->fixedlightlevel != -1)
{
auto torchtype = PClass::FindActor(NAME_PowerTorch);
auto litetype = PClass::FindActor(NAME_PowerLightAmp);
for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
{
PalEntry color = in->CallGetBlend ();
// Need special handling for light amplifiers
if (in->IsKindOf(torchtype))
{
FixedColormap = cplayer->fixedlightlevel + CM_TORCH;
}
else if (in->IsKindOf(litetype))
{
FixedColormap = CM_LITE;
}
}
}
}
gl_RenderState.SetFixedColormap(FixedColormap);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::DrawBlend(sector_t *viewsector)
{
GLRenderer->DrawBlend(viewsector, !!FixedColormap, true);
}
//-----------------------------------------------------------------------------
//
// Renders one viewpoint in a scene
//
//-----------------------------------------------------------------------------
sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{
sector_t * lviewsector;
GLRenderer->mSceneClearColor[0] = 0.0f;
GLRenderer->mSceneClearColor[1] = 0.0f;
GLRenderer->mSceneClearColor[2] = 0.0f;
R_SetupFrame (r_viewpoint, r_viewwindow, camera);
SetViewArea();
GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility);
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * level.info->pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
GLRenderer->mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees;
// Scroll the sky
GLRenderer->mSky1Pos = (double)fmod((double)screen->FrameTime * (double)level.skyspeed1, 1024.f) * 90./256.;
GLRenderer->mSky2Pos = (double)fmod((double)screen->FrameTime * (double)level.skyspeed2, 1024.f) * 90./256.;
if (camera->player && camera->player-players==consoleplayer &&
((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo)
{
GLRenderer->mViewActor=NULL;
}
else
{
GLRenderer->mViewActor=camera;
}
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
lviewsector = r_viewpoint.sector;
// Render (potentially) multiple views for stereo 3d
float viewShift[3];
const s3d::Stereo3DMode& stereo3dMode = mainview && toscreen? s3d::Stereo3DMode::getCurrentMode() : s3d::Stereo3DMode::getMonoMode();
stereo3dMode.SetUp();
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
{
if (eye_ix > 0 && camera->player)
SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes
const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
eye->SetUp();
GLRenderer->SetOutputViewport(bounds);
Set3DViewport(mainview);
GLRenderer->mDrawingScene2D = true;
GLRenderer->mCurrentFoV = fov;
// Stereo mode specific perspective projection
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
SetViewAngle(r_viewpoint.Angles.Yaw);
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// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift);
s3d::ScopedViewShifter viewShifter(viewShift);
SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
gl_RenderState.ApplyMatrices();
ProcessScene(toscreen);
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
if (mainview && FGLRenderBuffers::IsEnabled())
{
GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(lviewsector); });
// This should be done after postprocessing, not before.
GLRenderer->mBuffers->BindCurrentFB();
glViewport(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.top, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height);
if (!toscreen)
{
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.ortho(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mScreenViewport.top, -1.0f, 1.0f);
gl_RenderState.ApplyMatrices();
}
DrawBlend(lviewsector);
}
GLRenderer->mDrawingScene2D = false;
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if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled())
GLRenderer->mBuffers->BlitToEyeTexture(eye_ix);
eye->TearDown();
}
stereo3dMode.TearDown();
interpolator.RestoreInterpolations ();
return lviewsector;
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
{
GL_IRECT bounds;
P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
bounds.left=0;
bounds.top=0;
bounds.width=width;
bounds.height=height;
glFlush();
SetFixedColormap(player);
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
GLRenderer->mVBO->Reset();
if (!gl.legacyMode) GLRenderer->mLights->Clear();
// Check if there's some lights. If not some code can be skipped.
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);
screen->Begin2D(false);
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if (!FGLRenderBuffers::IsEnabled())
{
DrawBlend(viewsector);
}
GLRenderer->CopyToBackbuffer(&bounds, false);
glFlush();
uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3);
glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width * 3, Gamma);
M_Free(scr);
}