mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-13 07:57:51 +00:00
Remove SetWindow from FRenderer interface
This commit is contained in:
parent
1e7015643d
commit
4c12ba740f
8 changed files with 77 additions and 50 deletions
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@ -30,10 +30,13 @@
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#include "gl/data/gl_data.h"
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#include "d_net.h"
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#include "po_man.h"
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#include "st_stuff.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, screenblocks)
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void InitGLRMapinfoData();
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extern bool r_showviewer;
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@ -46,6 +49,33 @@ PolyRenderer *PolyRenderer::Instance()
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return &scene;
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}
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void PolyRenderer::RenderView(player_t *player)
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{
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using namespace swrenderer;
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bool saved_swtruecolor = r_swtruecolor;
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r_swtruecolor = screen->IsBgra();
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int width = SCREENWIDTH;
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int height = SCREENHEIGHT;
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int stHeight = ST_Y;
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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R_SWRSetWindow(setblocks, width, height, stHeight, trueratio);
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RenderActorView(player->mo, false);
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// Apply special colormap if the target cannot do it
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if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
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{
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R_BeginDrawerCommands();
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DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen);
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R_EndDrawerCommands();
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}
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r_swtruecolor = saved_swtruecolor;
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}
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void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
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{
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const bool savedviewactive = viewactive;
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@ -55,6 +85,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
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RenderTarget = canvas;
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swrenderer::bRenderingToCanvas = true;
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R_SetWindow(12, width, height, height, true);
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swrenderer::R_SWRSetWindow(12, width, height, height, WidescreenRatio);
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viewwindowx = x;
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viewwindowy = y;
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viewactive = true;
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@ -69,6 +100,9 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
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RenderTarget = screen;
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swrenderer::bRenderingToCanvas = false;
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R_ExecuteSetViewSize();
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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swrenderer::R_SWRSetWindow(setblocks, width, height, height, WidescreenRatio);
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viewactive = savedviewactive;
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swrenderer::r_swtruecolor = savedoutputformat;
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}
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@ -38,8 +38,8 @@ class DCanvas;
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class PolyRenderer
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{
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public:
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void RenderView(player_t *player);
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void RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines);
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void RenderActorView(AActor *actor, bool dontmaplines);
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void RenderRemainingPlayerSprites();
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static PolyRenderer *Instance();
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@ -52,6 +52,7 @@ public:
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bool DontMapLines = false;
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private:
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void RenderActorView(AActor *actor, bool dontmaplines);
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void ClearBuffers();
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void SetSceneViewport();
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void SetupPerspectiveMatrix();
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@ -55,7 +55,6 @@ struct FRenderer
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virtual void OnModeSet () {}
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virtual void ClearBuffer(int color) = 0;
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virtual void Init() = 0;
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virtual void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio) {}
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virtual void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) = 0;
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virtual sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel) = 0;
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virtual void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog) {}
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@ -201,8 +201,6 @@ void R_SetViewSize (int blocks)
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
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{
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float trueratio;
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if (windowSize >= 11)
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{
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viewwidth = fullWidth;
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@ -224,11 +222,10 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, b
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if (renderingToCanvas)
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{
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WidescreenRatio = fullWidth / (float)fullHeight;
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trueratio = WidescreenRatio;
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}
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else
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{
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WidescreenRatio = ActiveRatio(fullWidth, fullHeight, &trueratio);
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WidescreenRatio = ActiveRatio(fullWidth, fullHeight);
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}
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DrawFSHUD = (windowSize == 11);
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@ -258,7 +255,6 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, b
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if (fov > 170.) fov = 170.;
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}
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FocalTangent = tan(fov.Radians() / 2);
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Renderer->SetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
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}
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//==========================================================================
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@ -178,45 +178,11 @@ void FSoftwareRenderer::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &act
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void FSoftwareRenderer::RenderView(player_t *player)
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{
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if (r_polyrenderer)
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{
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bool saved_swtruecolor = r_swtruecolor;
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r_swtruecolor = screen->IsBgra();
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PolyRenderer::Instance()->RenderActorView(player->mo, false);
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// Apply special colormap if the target cannot do it
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if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
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{
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R_BeginDrawerCommands();
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DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen);
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R_EndDrawerCommands();
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}
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r_swtruecolor = saved_swtruecolor;
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FCanvasTextureInfo::UpdateAll();
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}
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PolyRenderer::Instance()->RenderView(player);
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else
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{
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if (r_swtruecolor != screen->IsBgra())
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{
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r_swtruecolor = screen->IsBgra();
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R_InitColumnDrawers();
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}
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RenderScene::Instance()->RenderView(player);
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R_BeginDrawerCommands();
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RenderScene::Instance()->RenderActorView(player->mo);
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// Apply special colormap if the target cannot do it
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if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
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{
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DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen);
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}
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R_EndDrawerCommands();
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FCanvasTextureInfo::UpdateAll();
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}
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FCanvasTextureInfo::UpdateAll();
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}
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void FSoftwareRenderer::RemapVoxels()
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@ -292,11 +258,6 @@ void FSoftwareRenderer::ClearBuffer(int color)
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}
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}
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void FSoftwareRenderer::SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio)
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{
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R_SWRSetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
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}
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void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
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{
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BYTE *Pixels = r_swtruecolor ? (BYTE*)tex->GetPixelsBgra() : (BYTE*)tex->GetPixels();
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@ -33,7 +33,6 @@ struct FSoftwareRenderer : public FRenderer
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void OnModeSet () override;
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void ClearBuffer(int color) override;
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void Init() override;
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void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio) override;
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void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) override;
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel) override;
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@ -30,6 +30,7 @@
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#include "g_level.h"
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#include "p_effect.h"
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#include "po_man.h"
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#include "st_stuff.h"
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#include "r_data/r_interpolate.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_viewport.h"
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@ -43,6 +44,7 @@
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#include "swrenderer/segments/r_portalsegment.h"
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#include "swrenderer/plane/r_visibleplanelist.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_thread.h"
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#include "swrenderer/r_memory.h"
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@ -58,6 +60,34 @@ namespace swrenderer
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return &instance;
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}
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void RenderScene::RenderView(player_t *player)
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{
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int width = SCREENWIDTH;
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int height = SCREENHEIGHT;
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int stHeight = ST_Y;
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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R_SWRSetWindow(setblocks, width, height, stHeight, trueratio);
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if (r_swtruecolor != screen->IsBgra())
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{
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r_swtruecolor = screen->IsBgra();
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R_InitColumnDrawers();
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}
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R_BeginDrawerCommands();
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RenderActorView(player->mo);
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// Apply special colormap if the target cannot do it
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if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
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{
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DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen);
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}
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R_EndDrawerCommands();
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}
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void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
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{
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WallCycles.Reset();
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@ -165,6 +195,8 @@ namespace swrenderer
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bRenderingToCanvas = true;
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R_SetWindow(12, width, height, height, true);
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R_SWRSetWindow(12, width, height, height, WidescreenRatio);
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viewwindowx = x;
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viewwindowy = y;
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viewactive = true;
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@ -175,7 +207,11 @@ namespace swrenderer
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RenderTarget = screen;
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bRenderingToCanvas = false;
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R_ExecuteSetViewSize();
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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R_SWRSetWindow(setblocks, width, height, height, WidescreenRatio);
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screen->Lock(true);
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R_SetupBuffer();
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screen->Unlock();
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@ -33,6 +33,7 @@ namespace swrenderer
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void Deinit();
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void RenderActorView(AActor *actor, bool dontmaplines = false);
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void RenderView(player_t *player);
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void RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines = false);
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bool DontMapLines() const { return dontmaplines; }
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