Moved WriteSavePic implementation to FGLRenderer

This commit is contained in:
Christoph Oelckers 2018-06-20 12:29:52 +02:00
parent 64ce4d5072
commit 469c9241eb
3 changed files with 50 additions and 50 deletions

View file

@ -361,14 +361,58 @@ void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, doub
tex->SetUpdated(); tex->SetUpdated();
} }
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height) void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
{ {
// Todo: This needs to call the software renderer and process the returned image, if so desired. IntRect bounds;
// This also needs to take out parts of the scene drawer so they can be shared between renderers. bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
// if GLRenderer->mVBO is persistently mapped we must be sure the GPU finished reading from it before we fill it with new data.
glFinish();
// Switch to render buffers dimensioned for the savepic
mBuffers = mSaveBuffers;
P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
gl_RenderState.SetVertexBuffer(mVBO);
mVBO->Reset();
mLights->Clear();
// This shouldn't overwrite the global viewpoint even for a short time.
GLSceneDrawer drawer; GLSceneDrawer drawer;
drawer.WriteSavePic(player, file, width, height); FRenderViewpoint savevp;
sector_t *viewsector = drawer.RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetSoftLightLevel(-1);
CopyToBackbuffer(&bounds, false);
// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
glFinish();
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);
// Switch back the screen render buffers
screen->SetViewportRects(nullptr);
mBuffers = mScreenBuffers;
} }
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::BeginFrame() void FGLRenderer::BeginFrame()
{ {
buffersActive = GLRenderer->mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height); buffersActive = GLRenderer->mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);

View file

@ -545,47 +545,3 @@ sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * ca
return mainvp.sector; return mainvp.sector;
} }
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
// if GLRenderer->mVBO is persistently mapped we must be sure the GPU finished reading from it before we fill it with new data.
glFinish();
// Switch to render buffers dimensioned for the savepic
GLRenderer->mBuffers = GLRenderer->mSaveBuffers;
P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
GLRenderer->mVBO->Reset();
GLRenderer->mLights->Clear();
// This shouldn't overwrite the global viewpoint even for a short time.
FRenderViewpoint savevp;
sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetSoftLightLevel(-1);
GLRenderer->CopyToBackbuffer(&bounds, false);
// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
glFinish();
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);
// Switch back the screen render buffers
screen->SetViewportRects(nullptr);
GLRenderer->mBuffers = GLRenderer->mScreenBuffers;
}

View file

@ -9,7 +9,7 @@ enum area_t : int
}; };
// Global functions. Make them members of GLRenderer later? // Global functions.
bool hw_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector); bool hw_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back); sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
area_t hw_CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector); area_t hw_CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);