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- moved Set3DViewport to hwrenderer.
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parent
362ecacd52
commit
361bb688c8
6 changed files with 30 additions and 34 deletions
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@ -94,7 +94,6 @@ public:
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sector_t *RenderView(player_t *player);
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sector_t *RenderView(player_t *player);
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void BeginFrame();
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void BeginFrame();
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void Set3DViewport();
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sector_t *RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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sector_t *RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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@ -157,34 +157,6 @@ void FDrawInfo::ProcessScene(bool toscreen)
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}
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}
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//-----------------------------------------------------------------------------
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//
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// sets 3D viewport and initial state
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::Set3DViewport()
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{
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// Always clear all buffers with scissor test disabled.
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// This is faster on newer hardware because it allows the GPU to skip
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// reading from slower memory where the full buffers are stored.
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glDisable(GL_SCISSOR_TEST);
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glClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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const auto &bounds = screen->mSceneViewport;
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glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
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glEnable(GL_SCISSOR_TEST);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS,0,~0); // default stencil
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glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// Renders one viewpoint in a scene
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// Renders one viewpoint in a scene
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@ -214,10 +186,11 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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}
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}
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Set3DViewport();
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FDrawInfo *di = static_cast<FDrawInfo*>(HWDrawInfo::StartDrawInfo(mainvp, nullptr));
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FDrawInfo *di = static_cast<FDrawInfo*>(HWDrawInfo::StartDrawInfo(mainvp, nullptr));
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auto &vp = di->Viewpoint;
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auto &vp = di->Viewpoint;
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di->Set3DViewport(gl_RenderState);
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di->SetViewArea();
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di->SetViewArea();
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auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
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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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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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@ -645,3 +645,26 @@ void HWDrawInfo::DrawEndScene2D(sector_t * viewsector, FRenderState &state)
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state.SetScissor(0, 0, -1, -1);
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state.SetScissor(0, 0, -1, -1);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// sets 3D viewport and initial state
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::Set3DViewport(FRenderState &state)
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{
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// Always clear all buffers with scissor test disabled.
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// This is faster on newer hardware because it allows the GPU to skip
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// reading from slower memory where the full buffers are stored.
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state.SetScissor(0, 0, -1, -1);
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state.Clear(CT_Color | CT_Depth | CT_Stencil);
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const auto &bounds = screen->mSceneViewport;
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state.SetViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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state.SetScissor(bounds.left, bounds.top, bounds.width, bounds.height);
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state.EnableMultisampling(true);
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state.EnableDepthTest(true);
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state.EnableStencil(true);
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state.SetStencil(0, SOP_Keep, SF_AllOn);
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}
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@ -308,6 +308,7 @@ public:
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void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
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void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
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void EndDrawScene(sector_t * viewsector, FRenderState &state);
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void EndDrawScene(sector_t * viewsector, FRenderState &state);
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void DrawEndScene2D(sector_t * viewsector, FRenderState &state);
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void DrawEndScene2D(sector_t * viewsector, FRenderState &state);
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void Set3DViewport(FRenderState &state);
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bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area);
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bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area);
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bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area);
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bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area);
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@ -268,7 +268,7 @@ void HWPortal::RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestenci
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auto &vp = di->Viewpoint;
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auto &vp = di->Viewpoint;
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if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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state.EnableDepthTest(true);
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state.EnableDepthTest(true);
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if (usestencil)
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if (usestencil)
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{
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{
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state.SetEffect(EFF_NONE);
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state.SetEffect(EFF_NONE);
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@ -14,9 +14,9 @@ class IIndexBuffer;
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enum EClearTarget
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enum EClearTarget
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{
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{
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CT_Depth,
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CT_Depth = 1,
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CT_Stencil,
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CT_Stencil = 2,
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CT_Color
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CT_Color = 4
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};
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};
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enum ERenderEffect
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enum ERenderEffect
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