mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- move view and projection matrices to DrawInfo.
This commit is contained in:
parent
b106f72741
commit
1967165633
27 changed files with 80 additions and 94 deletions
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@ -50,7 +50,7 @@ CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
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VSMatrix FGLModelRenderer::GetViewToWorldMatrix()
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{
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VSMatrix objectToWorldMatrix;
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gl_RenderState.mViewMatrix.inverseMatrix(objectToWorldMatrix);
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di->VPUniforms.mViewMatrix.inverseMatrix(objectToWorldMatrix);
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return objectToWorldMatrix;
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}
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@ -29,12 +29,14 @@
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#include "r_data/models/models.h"
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class GLSprite;
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struct FDrawInfo;
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class FGLModelRenderer : public FModelRenderer
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{
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int modellightindex = -1;
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FDrawInfo *di;
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public:
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FGLModelRenderer(int mli) : modellightindex(mli)
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FGLModelRenderer(FDrawInfo *d, int mli) : modellightindex(mli), di(d)
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{}
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ModelRendererType GetType() const override { return GLModelRendererType; }
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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@ -2,7 +2,7 @@
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#define __GL_LIGHTDATA
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#include "v_palette.h"
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#include "p_3dfloors.h"
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#include "r_defs.h"
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#include "r_data/renderstyle.h"
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#include "hwrenderer/utility/hw_lighting.h"
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#include "r_data/colormaps.h"
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@ -81,7 +81,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::AmbientOccludeScene()
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void FGLRenderer::AmbientOccludeScene(float m5)
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{
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FGLDebug::PushGroup("AmbientOccludeScene");
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@ -94,7 +94,7 @@ void FGLRenderer::AmbientOccludeScene()
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float aoStrength = gl_ssao_strength;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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float tanHalfFovy = 1.0f / m5;
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float invFocalLenX = tanHalfFovy * (mBuffers->GetSceneWidth() / (float)mBuffers->GetSceneHeight());
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float invFocalLenY = tanHalfFovy;
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float nDotVBias = clamp(bias, 0.0f, 1.0f);
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@ -467,9 +467,11 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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const auto &mScreenViewport = screen->mScreenViewport;
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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HWViewpointUniforms matrices;
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matrices.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f);
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matrices.mViewMatrix.loadIdentity();
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matrices.CalcDependencies();
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GLRenderer->mShaderManager->ApplyMatrices(&matrices.mProjectionMatrix, &matrices.mViewMatrix, &matrices.mNormalViewMatrix, NORMAL_PASS);
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glDisable(GL_DEPTH_TEST);
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@ -128,7 +128,7 @@ public:
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void RenderScreenQuad();
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void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
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void AmbientOccludeScene();
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void AmbientOccludeScene(float m5);
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void UpdateCameraExposure();
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void BloomScene(int fixedcm);
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void TonemapScene();
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@ -107,8 +107,6 @@ void FRenderState::Reset()
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mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mEffectState = 0;
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activeShader = nullptr;
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mProjectionMatrix.loadIdentity();
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mViewMatrix.loadIdentity();
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mModelMatrix.loadIdentity();
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mTextureMatrix.loadIdentity();
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mPassType = NORMAL_PASS;
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@ -304,17 +302,6 @@ void FRenderState::ApplyColorMask()
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}
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}
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void FRenderState::ApplyMatrices()
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{
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if (GLRenderer->mShaderManager != NULL)
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{
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VSMatrix norm;
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norm.computeNormalMatrix(mViewMatrix);
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GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix, &norm, mPassType);
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}
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}
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void FRenderState::ApplyLightIndex(int index)
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{
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if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER)
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@ -131,11 +131,8 @@ class FRenderState
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public:
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VSMatrix mProjectionMatrix;
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VSMatrix mViewMatrix;
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VSMatrix mModelMatrix;
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VSMatrix mTextureMatrix;
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VSMatrix mNormalViewMatrix;
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FRenderState()
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{
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@ -162,7 +159,6 @@ public:
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void Apply();
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void ApplyColorMask();
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void ApplyMatrices();
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void ApplyLightIndex(int index);
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void SetVertexBuffer(FVertexBuffer *vb)
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@ -190,12 +190,14 @@ FDrawInfo::~FDrawInfo()
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// OpenGL has no use for multiple clippers so use the same one for all DrawInfos.
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static Clipper staticClipper;
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FDrawInfo *FDrawInfo::StartDrawInfo(FRenderViewpoint &parentvp)
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FDrawInfo *FDrawInfo::StartDrawInfo(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
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{
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FDrawInfo *di=di_list.GetNew();
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di->mVBO = GLRenderer->mVBO;
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di->mClipper = &staticClipper;
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di->Viewpoint = parentvp;
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if (uniforms) di->VPUniforms = *uniforms;
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else di->VPUniforms.SetDefaults();
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di->mClipper->SetViewpoint(di->Viewpoint);
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staticClipper.Clear();
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di->StartScene();
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@ -4,6 +4,7 @@
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#include "gl/renderer/gl_lightdata.h"
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#include "hwrenderer/scene/hw_drawlist.h"
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#include "hwrenderer/scene/hw_weapon.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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@ -42,6 +43,8 @@ struct FDrawInfo : public HWDrawInfo
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FDrawInfo();
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~FDrawInfo();
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void ApplyVPUniforms() override;
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void AddWall(GLWall *wall) override;
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void AddMirrorSurface(GLWall *w) override;
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GLDecal *AddDecal(bool onmirror) override;
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@ -110,12 +113,11 @@ struct FDrawInfo : public HWDrawInfo
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void DrawEndScene2D(sector_t * viewsector);
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// These should go into hwrenderer later.
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void SetProjection(VSMatrix matrix);
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void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
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void SetupView(FRenderViewpoint &vp, float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror);
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static FDrawInfo *StartDrawInfo(FRenderViewpoint &parentvp);
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static FDrawInfo *StartDrawInfo(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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FDrawInfo *EndDrawInfo();
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gl_subsectorrendernode * GetOtherFloorPlanes(unsigned int sector)
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@ -93,15 +93,13 @@ void GLPortal::BeginScene()
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//
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//
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//==========================================================================
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void GLPortal::ClearScreen()
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void GLPortal::ClearScreen(FDrawInfo *di)
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{
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bool multi = !!glIsEnabled(GL_MULTISAMPLE);
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gl_MatrixStack.Push(gl_RenderState.mViewMatrix);
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gl_MatrixStack.Push(gl_RenderState.mProjectionMatrix);
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.ortho(0, SCREENWIDTH, SCREENHEIGHT, 0, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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di->VPUniforms.mViewMatrix.loadIdentity();
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di->VPUniforms.mProjectionMatrix.ortho(0, SCREENWIDTH, SCREENHEIGHT, 0, -1.0f, 1.0f);
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di->ApplyVPUniforms();
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gl_RenderState.SetColor(0, 0, 0);
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gl_RenderState.Apply();
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@ -111,9 +109,6 @@ void GLPortal::ClearScreen()
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
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glEnable(GL_DEPTH_TEST);
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gl_MatrixStack.Pop(gl_RenderState.mProjectionMatrix);
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gl_MatrixStack.Pop(gl_RenderState.mViewMatrix);
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gl_RenderState.ApplyMatrices();
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if (multi) glEnable(GL_MULTISAMPLE);
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}
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@ -162,6 +157,8 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
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*pDi = nullptr;
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rendered_portals++;
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Clocker c(PortalAll);
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*pDi = FDrawInfo::StartDrawInfo(outer_di->Viewpoint, &outer_di->VPUniforms);
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if (usestencil)
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{
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if (!gl_portals)
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@ -226,7 +223,6 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
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return false;
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}
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}
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*pDi = FDrawInfo::StartDrawInfo(outer_di->Viewpoint);
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}
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else
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{
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@ -244,7 +240,6 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
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gl_RenderState.SetEffect(EFF_NONE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(false); // don't write to Z-buffer!
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*pDi = outer_di;
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}
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}
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recursion++;
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@ -253,15 +248,10 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
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}
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else
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{
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if (NeedDepthBuffer())
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{
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*pDi = FDrawInfo::StartDrawInfo(outer_di->Viewpoint);
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}
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else
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if (!NeedDepthBuffer())
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{
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glDepthMask(false);
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glDisable(GL_DEPTH_TEST);
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*pDi = outer_di;
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}
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}
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@ -318,9 +308,10 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
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if (PrevPortal != nullptr) PrevPortal->PopState();
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GLRenderer->mCurrentPortal = PrevPortal;
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di = di->EndDrawInfo();
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di->ApplyVPUniforms();
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if (usestencil)
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{
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if (needdepth) di = di->EndDrawInfo();
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auto &vp = di->Viewpoint;
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// Restore the old view
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@ -368,7 +359,6 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
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{
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if (needdepth)
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{
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di = di->EndDrawInfo();
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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else
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@ -561,7 +551,7 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di)
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if (skyboxrecursion >= 3)
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{
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ClearScreen();
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ClearScreen(di);
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return;
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}
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auto &vp = di->Viewpoint;
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@ -732,7 +722,7 @@ void GLPlaneMirrorPortal::DrawContents(FDrawInfo *di)
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{
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if (renderdepth > r_mirror_recursions)
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{
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ClearScreen();
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ClearScreen(di);
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return;
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}
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// A plane mirror needs to flip the portal exclusion logic because inside the mirror, up is down and down is up.
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@ -856,7 +846,7 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
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{
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if (renderdepth>r_mirror_recursions)
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{
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ClearScreen();
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ClearScreen(di);
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return;
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}
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@ -958,7 +948,7 @@ void GLLineToLinePortal::DrawContents(FDrawInfo *di)
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// TODO: Handle recursion more intelligently
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if (renderdepth>r_mirror_recursions)
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{
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ClearScreen();
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ClearScreen(di);
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return;
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}
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auto &vp = di->Viewpoint;
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@ -1111,7 +1101,7 @@ void GLHorizonPortal::DrawContents(FDrawInfo *di)
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gltexture=FMaterial::ValidateTexture(sp->texture, false, true);
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if (!gltexture)
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{
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ClearScreen();
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ClearScreen(di);
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return;
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}
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gl_RenderState.SetCameraPos(vp.Pos.X, vp.Pos.Y, vp.Pos.Z);
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@ -88,7 +88,7 @@ protected:
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virtual bool IsSky() { return false; }
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virtual bool NeedCap() { return true; }
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virtual bool NeedDepthBuffer() { return true; }
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void ClearScreen();
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void ClearScreen(FDrawInfo *di);
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virtual const char *GetName() = 0;
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virtual void PushState() {}
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virtual void PopState() {}
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@ -71,17 +71,11 @@ EXTERN_CVAR (Bool, r_deathcamera)
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EXTERN_CVAR (Float, r_visibility)
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EXTERN_CVAR (Bool, r_drawvoxels)
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//-----------------------------------------------------------------------------
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//
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// SetProjection
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// sets projection matrix
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//
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//-----------------------------------------------------------------------------
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void FDrawInfo::SetProjection(VSMatrix matrix)
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void FDrawInfo::ApplyVPUniforms()
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{
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gl_RenderState.mProjectionMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.multMatrix(matrix);
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VPUniforms.CalcDependencies();
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GLRenderer->mShaderManager->ApplyMatrices(&VPUniforms.mProjectionMatrix, &VPUniforms.mViewMatrix, &VPUniforms.mNormalViewMatrix, NORMAL_PASS);
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}
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//-----------------------------------------------------------------------------
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@ -95,12 +89,12 @@ void FDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float
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float mult = mirror? -1:1;
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float planemult = planemirror? -level.info->pixelstretch : level.info->pixelstretch;
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
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gl_RenderState.mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
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gl_RenderState.mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
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gl_RenderState.mViewMatrix.translate(vx * mult, -vz * planemult , -vy);
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gl_RenderState.mViewMatrix.scale(-mult, planemult, 1);
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
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VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
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VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
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VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult , -vy);
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VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
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}
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@ -114,7 +108,7 @@ void FDrawInfo::SetupView(FRenderViewpoint &vp, float vx, float vy, float vz, DA
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{
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vp.SetViewAngle(r_viewwindow);
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SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
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gl_RenderState.ApplyMatrices();
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ApplyVPUniforms();
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}
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//-----------------------------------------------------------------------------
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@ -364,11 +358,11 @@ void FDrawInfo::DrawScene(int drawmode)
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if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
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{
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gl_RenderState.EnableDrawBuffers(1);
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GLRenderer->AmbientOccludeScene();
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GLRenderer->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
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GLRenderer->mBuffers->BindSceneFB(true);
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gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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gl_RenderState.Apply();
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gl_RenderState.ApplyMatrices();
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ApplyVPUniforms();
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}
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// Handle all portals after rendering the opaque objects but before
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@ -414,9 +408,9 @@ void FDrawInfo::DrawEndScene2D(sector_t * viewsector)
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const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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// This should be removed once all 2D stuff is really done through the 2D interface.
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f);
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ApplyVPUniforms();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_MULTISAMPLE);
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@ -510,20 +504,20 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
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screen->SetViewportRects(bounds);
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Set3DViewport(mainview);
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FDrawInfo *di = FDrawInfo::StartDrawInfo(mainvp);
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FDrawInfo *di = FDrawInfo::StartDrawInfo(mainvp, nullptr);
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auto vp = di->Viewpoint;
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di->SetViewArea();
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auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
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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->SetProjection( eye->GetProjection(fov, ratio, fovratio) );
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di->VPUniforms.mProjectionMatrix = eye->GetProjection(fov, ratio, fovratio);
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vp.SetViewAngle(r_viewwindow);
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// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
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eye->GetViewShift(vp.HWAngles.Yaw.Degrees, viewShift);
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||||
ScopedViewShifter viewShifter(vp.Pos, viewShift);
|
||||
di->SetViewMatrix(vp.HWAngles, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
|
||||
gl_RenderState.ApplyMatrices();
|
||||
di->ApplyVPUniforms();
|
||||
|
||||
di->ProcessScene(toscreen);
|
||||
|
||||
|
|
|
@ -230,7 +230,6 @@ void GLSkyPortal::DrawContents(FDrawInfo *di)
|
|||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
bool oldClamp = gl_RenderState.SetDepthClamp(true);
|
||||
|
||||
gl_MatrixStack.Push(gl_RenderState.mViewMatrix);
|
||||
di->SetupView(vp, 0, 0, 0, vp.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
|
||||
|
||||
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
|
||||
|
@ -270,8 +269,7 @@ void GLSkyPortal::DrawContents(FDrawInfo *di)
|
|||
}
|
||||
}
|
||||
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
|
||||
gl_MatrixStack.Pop(gl_RenderState.mViewMatrix);
|
||||
gl_RenderState.ApplyMatrices();
|
||||
di->ApplyVPUniforms();
|
||||
::level.lightmode = oldlightmode;
|
||||
gl_RenderState.SetDepthClamp(oldClamp);
|
||||
}
|
||||
|
|
|
@ -277,7 +277,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
|
|||
}
|
||||
else
|
||||
{
|
||||
FGLModelRenderer renderer(sprite->dynlightindex);
|
||||
FGLModelRenderer renderer(this, sprite->dynlightindex);
|
||||
renderer.RenderModel(sprite->x, sprite->y, sprite->z, sprite->modelframe, sprite->actor, vp.TicFrac);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -93,7 +93,6 @@ void FDrawInfo::RenderMirrorSurface(GLWall *wall)
|
|||
|
||||
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
|
||||
gl_RenderState.EnableTextureMatrix(true);
|
||||
gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
|
||||
|
||||
// Use sphere mapping for this
|
||||
gl_RenderState.SetEffect(EFF_SPHEREMAP);
|
||||
|
|
|
@ -65,7 +65,7 @@ void FDrawInfo::DrawPSprite (HUDSprite *huds)
|
|||
if (huds->mframe)
|
||||
{
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
|
||||
FGLModelRenderer renderer(huds->lightindex);
|
||||
FGLModelRenderer renderer(this, huds->lightindex);
|
||||
renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my);
|
||||
}
|
||||
else
|
||||
|
@ -91,7 +91,7 @@ void FDrawInfo::DrawPSprite (HUDSprite *huds)
|
|||
|
||||
void FDrawInfo::DrawPlayerSprites(bool hudModelStep)
|
||||
{
|
||||
s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites();
|
||||
s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites(this);
|
||||
|
||||
int oldlightmode = level.lightmode;
|
||||
if (!hudModelStep && level.lightmode == 8) level.lightmode = 2; // Software lighting cannot handle 2D content so revert to lightmode 2 for that.
|
||||
|
|
|
@ -33,6 +33,7 @@
|
|||
**
|
||||
*/
|
||||
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "gl_sidebyside3d.h"
|
||||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
|
||||
|
@ -98,13 +99,13 @@ SideBySideFull::SideBySideFull(double ipdMeters)
|
|||
}
|
||||
|
||||
/* virtual */
|
||||
void SideBySideFull::AdjustPlayerSprites() const /* override */
|
||||
void SideBySideFull::AdjustPlayerSprites(FDrawInfo *di) const /* override */
|
||||
{
|
||||
// Show weapon at double width, so it would appear normal width after rescaling
|
||||
int w = screen->mScreenViewport.width;
|
||||
int h = screen->mScreenViewport.height;
|
||||
gl_RenderState.mProjectionMatrix.ortho(w/2, w + w/2, h, 0, -1.0f, 1.0f);
|
||||
gl_RenderState.ApplyMatrices();
|
||||
di->VPUniforms.mProjectionMatrix.ortho(w/2, w + w/2, h, 0, -1.0f, 1.0f);
|
||||
di->ApplyVPUniforms();
|
||||
}
|
||||
|
||||
/* static */
|
||||
|
|
|
@ -82,7 +82,7 @@ class SideBySideFull : public SideBySideBase
|
|||
public:
|
||||
static const SideBySideFull& getInstance(float ipd);
|
||||
SideBySideFull(double ipdMeters);
|
||||
virtual void AdjustPlayerSprites() const override;
|
||||
virtual void AdjustPlayerSprites(FDrawInfo *di) const override;
|
||||
private:
|
||||
SBSFLeftEyePose leftEye;
|
||||
SBSFRightEyePose rightEye;
|
||||
|
|
|
@ -78,7 +78,7 @@ public:
|
|||
|
||||
virtual bool IsMono() const { return false; }
|
||||
virtual void AdjustViewports() const {};
|
||||
virtual void AdjustPlayerSprites() const {};
|
||||
virtual void AdjustPlayerSprites(FDrawInfo *di) const {};
|
||||
virtual void Present() const = 0;
|
||||
|
||||
protected:
|
||||
|
|
|
@ -342,7 +342,7 @@ IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(FTexture *tex)
|
|||
|
||||
FModelRenderer *OpenGLFrameBuffer::CreateModelRenderer(int mli)
|
||||
{
|
||||
return new FGLModelRenderer(mli);
|
||||
return new FGLModelRenderer(nullptr, mli);
|
||||
}
|
||||
|
||||
IUniformBuffer *OpenGLFrameBuffer::CreateUniformBuffer(size_t size, bool staticuse)
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
#include <atomic>
|
||||
#include "r_defs.h"
|
||||
#include "r_utility.h"
|
||||
#include "hw_viewpointuniforms.h"
|
||||
|
||||
|
||||
struct FSectorPortalGroup;
|
||||
|
@ -19,6 +20,7 @@ struct HUDSprite;
|
|||
class Clipper;
|
||||
class IPortal;
|
||||
class FFlatVertexGenerator;
|
||||
class IRenderQueue;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -99,6 +101,7 @@ struct HWDrawInfo
|
|||
IShadowMap *mShadowMap;
|
||||
Clipper *mClipper;
|
||||
FRenderViewpoint Viewpoint;
|
||||
HWViewpointUniforms VPUniforms; // per-viewpoint uniform state
|
||||
|
||||
TArray<MissingTextureInfo> MissingUpperTextures;
|
||||
TArray<MissingTextureInfo> MissingLowerTextures;
|
||||
|
@ -207,6 +210,7 @@ public:
|
|||
virtual void AddHUDSprite(HUDSprite *huds) = 0;
|
||||
|
||||
virtual int UploadLights(FDynLightData &data) = 0;
|
||||
virtual void ApplyVPUniforms() = 0;
|
||||
|
||||
virtual GLDecal *AddDecal(bool onmirror) = 0;
|
||||
virtual std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) = 0;
|
||||
|
|
|
@ -12,4 +12,12 @@ struct HWViewpointUniforms
|
|||
{
|
||||
mNormalViewMatrix.computeNormalMatrix(mViewMatrix);
|
||||
}
|
||||
|
||||
void SetDefaults()
|
||||
{
|
||||
mProjectionMatrix.loadIdentity();
|
||||
mViewMatrix.loadIdentity();
|
||||
mNormalViewMatrix.loadIdentity();
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
@ -8,6 +8,7 @@ class AActor;
|
|||
enum area_t : int;
|
||||
struct FSpriteModelFrame;
|
||||
struct HWDrawInfo;
|
||||
class FMaterial;
|
||||
|
||||
|
||||
struct WeaponPosition
|
||||
|
|
|
@ -1032,7 +1032,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
|
|||
double alen = sqrt(angx*angx + angy*angy);
|
||||
viewpoint.HWAngles.Pitch = RAD2DEG((float)asin(angy / alen));
|
||||
|
||||
viewpoint.HWAngles.Roll.Degrees = viewpoint.Angles.Roll.Degrees; // copied for convenience.
|
||||
viewpoint.HWAngles.Roll.Degrees = (float)viewpoint.Angles.Roll.Degrees; // copied for convenience.
|
||||
|
||||
// ViewActor only gets set, if the camera actor should not be rendered
|
||||
if (actor->player && actor->player - players == consoleplayer &&
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "p_3dfloors.h"
|
||||
#include "r_defs.h"
|
||||
#include <unordered_map>
|
||||
|
||||
EXTERN_CVAR(Int, r_3dfloors);
|
||||
|
|
|
@ -68,7 +68,7 @@ void main()
|
|||
|
||||
#ifdef SPHEREMAP
|
||||
vec3 u = normalize(eyeCoordPos.xyz);
|
||||
vec4 n = normalize(TextureMatrix * vec4(parmTexCoord.x, 0.0, parmTexCoord.y, 0.0)); // use texture matrix and coordinates for our normal. Since this is only used on walls, the normal's y coordinate is always 0.
|
||||
vec4 n = normalize(NormalViewMatrix * vec4(parmTexCoord.x, 0.0, parmTexCoord.y, 0.0));
|
||||
vec3 r = reflect(u, n.xyz);
|
||||
float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
|
||||
vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5);
|
||||
|
|
Loading…
Reference in a new issue