mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Took the main render function out of GLSceneDrawer and moved them into FDrawInfo
First step of eliminating the intermediate SceneDrawer class which has become mostly redundant.
This commit is contained in:
parent
677eba3392
commit
b244fa2c8b
4 changed files with 51 additions and 55 deletions
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@ -104,6 +104,10 @@ struct FDrawInfo : public HWDrawInfo
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// These two may be moved to the API independent part of the renderer later.
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void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub) override;
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void CreateScene();
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void RenderScene(int recursion);
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void RenderTranslucent();
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static FDrawInfo *StartDrawInfo(GLSceneDrawer *drawer, FRenderViewpoint &parentvp);
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FDrawInfo *EndDrawInfo();
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@ -174,11 +174,11 @@ void GLSceneDrawer::SetupView(FRenderViewpoint &vp, float vx, float vy, float vz
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//
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::CreateScene(FDrawInfo *di)
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void FDrawInfo::CreateScene()
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{
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const auto &vp = di->Viewpoint;
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angle_t a1 = di->FrustumAngle();
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di->mClipper->SafeAddClipRangeRealAngles(vp.Angles.Yaw.BAMs() + a1, vp.Angles.Yaw.BAMs() - a1);
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const auto &vp = Viewpoint;
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angle_t a1 = FrustumAngle();
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mClipper->SafeAddClipRangeRealAngles(vp.Angles.Yaw.BAMs() + a1, vp.Angles.Yaw.BAMs() - a1);
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// reset the portal manager
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GLPortal::StartFrame();
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@ -193,27 +193,27 @@ void GLSceneDrawer::CreateScene(FDrawInfo *di)
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GLRenderer->mLights->Begin();
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// Give the DrawInfo the viewpoint in fixed point because that's what the nodes are.
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di->viewx = FLOAT2FIXED(vp.Pos.X);
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di->viewy = FLOAT2FIXED(vp.Pos.Y);
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viewx = FLOAT2FIXED(vp.Pos.X);
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viewy = FLOAT2FIXED(vp.Pos.Y);
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validcount++; // used for processing sidedefs only once by the renderer.
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di->mShadowMap = &GLRenderer->mShadowMap;
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mShadowMap = &GLRenderer->mShadowMap;
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di->RenderBSPNode (level.HeadNode());
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di->PreparePlayerSprites(vp.sector, di->in_area);
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RenderBSPNode (level.HeadNode());
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PreparePlayerSprites(vp.sector, in_area);
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// Process all the sprites on the current portal's back side which touch the portal.
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached(di);
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached(this);
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Bsp.Unclock();
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// And now the crappy hacks that have to be done to avoid rendering anomalies.
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// These cannot be multithreaded when the time comes because all these depend
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// on the global 'validcount' variable.
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di->HandleMissingTextures(di->in_area); // Missing upper/lower textures
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di->HandleHackedSubsectors(); // open sector hacks for deep water
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di->ProcessSectorStacks(di->in_area); // merge visplanes of sector stacks
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HandleMissingTextures(in_area); // Missing upper/lower textures
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HandleHackedSubsectors(); // open sector hacks for deep water
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ProcessSectorStacks(in_area); // merge visplanes of sector stacks
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GLRenderer->mLights->Finish();
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GLRenderer->mVBO->Unmap();
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@ -229,13 +229,13 @@ void GLSceneDrawer::CreateScene(FDrawInfo *di)
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//
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion)
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void FDrawInfo::RenderScene(int recursion)
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{
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const auto &vp = di->Viewpoint;
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const auto &vp = Viewpoint;
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RenderAll.Clock();
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glDepthMask(true);
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if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion, di);
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if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion, this);
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gl_RenderState.SetCameraPos(vp.Pos.X, vp.Pos.Y, vp.Pos.Z);
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@ -244,22 +244,22 @@ void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion)
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if (gl_sort_textures)
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{
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di->drawlists[GLDL_PLAINWALLS].SortWalls();
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di->drawlists[GLDL_PLAINFLATS].SortFlats();
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di->drawlists[GLDL_MASKEDWALLS].SortWalls();
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di->drawlists[GLDL_MASKEDFLATS].SortFlats();
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di->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
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drawlists[GLDL_PLAINWALLS].SortWalls();
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drawlists[GLDL_PLAINFLATS].SortFlats();
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drawlists[GLDL_MASKEDWALLS].SortWalls();
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drawlists[GLDL_MASKEDFLATS].SortFlats();
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drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
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}
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// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
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// so that we don't have to do repeated map/unmap calls on the buffer.
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if (gl.lightmethod == LM_DEFERRED && level.HasDynamicLights && !di->isFullbrightScene())
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if (gl.lightmethod == LM_DEFERRED && level.HasDynamicLights && !isFullbrightScene())
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{
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GLRenderer->mLights->Begin();
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di->drawlists[GLDL_PLAINFLATS].DrawFlats(di, GLPASS_LIGHTSONLY);
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di->drawlists[GLDL_MASKEDFLATS].DrawFlats(di, GLPASS_LIGHTSONLY);
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di->drawlists[GLDL_TRANSLUCENTBORDER].Draw(di, GLPASS_LIGHTSONLY);
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di->drawlists[GLDL_TRANSLUCENT].Draw(di, GLPASS_LIGHTSONLY, true);
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drawlists[GLDL_PLAINFLATS].DrawFlats(this, GLPASS_LIGHTSONLY);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, GLPASS_LIGHTSONLY);
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drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, GLPASS_LIGHTSONLY);
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drawlists[GLDL_TRANSLUCENT].Draw(this, GLPASS_LIGHTSONLY, true);
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GLRenderer->mLights->Finish();
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}
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@ -272,8 +272,8 @@ void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion)
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gl_RenderState.EnableTexture(gl_texture);
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gl_RenderState.EnableBrightmap(true);
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di->drawlists[GLDL_PLAINWALLS].DrawWalls(di, pass);
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di->drawlists[GLDL_PLAINFLATS].DrawFlats(di, pass);
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drawlists[GLDL_PLAINWALLS].DrawWalls(this, pass);
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drawlists[GLDL_PLAINFLATS].DrawFlats(this, pass);
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// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
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@ -283,20 +283,20 @@ void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion)
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gl_RenderState.SetTextureMode(TM_MASK);
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}
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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di->drawlists[GLDL_MASKEDWALLS].DrawWalls(di, pass);
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di->drawlists[GLDL_MASKEDFLATS].DrawFlats(di, pass);
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drawlists[GLDL_MASKEDWALLS].DrawWalls(this, pass);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, pass);
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// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
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if (di->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
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if (drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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di->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(di, pass);
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drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(this, pass);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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}
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di->drawlists[GLDL_MODELS].Draw(di, pass);
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drawlists[GLDL_MODELS].Draw(this, pass);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -305,7 +305,7 @@ void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion)
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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glDepthMask(false);
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di->DrawDecals();
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DrawDecals();
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -323,7 +323,7 @@ void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion)
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gl_RenderState.EnableFog(true);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
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di->DrawUnhandledMissingTextures();
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DrawUnhandledMissingTextures();
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glDepthMask(true);
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glPolygonOffset(0.0f, 0.0f);
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@ -340,9 +340,9 @@ void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion)
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//
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::RenderTranslucent(FDrawInfo *di)
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void FDrawInfo::RenderTranslucent()
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{
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const auto &vp = di->Viewpoint;
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const auto &vp = Viewpoint;
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RenderAll.Clock();
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@ -353,9 +353,9 @@ void GLSceneDrawer::RenderTranslucent(FDrawInfo *di)
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.EnableBrightmap(true);
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di->drawlists[GLDL_TRANSLUCENTBORDER].Draw(di, GLPASS_TRANSLUCENT);
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drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, GLPASS_TRANSLUCENT);
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glDepthMask(false);
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di->DrawSorted(GLDL_TRANSLUCENT);
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DrawSorted(GLDL_TRANSLUCENT);
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gl_RenderState.EnableBrightmap(false);
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@ -400,15 +400,15 @@ void GLSceneDrawer::DrawScene(FDrawInfo *di, int drawmode)
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if (vp.camera != nullptr)
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{
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ActorRenderFlags savedflags = vp.camera->renderflags;
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CreateScene(di);
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di->CreateScene();
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vp.camera->renderflags = savedflags;
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}
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else
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{
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CreateScene(di);
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di->CreateScene();
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}
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RenderScene(di, recursion);
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di->RenderScene(recursion);
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if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
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{
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@ -425,7 +425,7 @@ void GLSceneDrawer::DrawScene(FDrawInfo *di, int drawmode)
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recursion++;
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GLPortal::EndFrame(di);
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recursion--;
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RenderTranslucent(di);
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di->RenderTranslucent();
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}
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//-----------------------------------------------------------------------------
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@ -508,9 +508,6 @@ void GLSceneDrawer::ProcessScene(FDrawInfo *di, bool toscreen)
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sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
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{
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GLRenderer->mSceneClearColor[0] = 0.0f;
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GLRenderer->mSceneClearColor[1] = 0.0f;
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GLRenderer->mSceneClearColor[2] = 0.0f;
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R_SetupFrame (mainvp, r_viewwindow, camera);
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GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility);
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@ -13,15 +13,6 @@ struct HUDSprite;
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class GLSceneDrawer
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{
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TMap<DPSprite*, int> weapondynlightindex;
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void RenderMultipassStuff(FDrawInfo *di);
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void RenderScene(FDrawInfo *di, int recursion);
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void RenderTranslucent(FDrawInfo *di);
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void CreateScene(FDrawInfo *di);
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public:
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GLSceneDrawer()
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{
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@ -1016,6 +1016,10 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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screen->SetClearColor(color);
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SWRenderer->SetClearColor(color);
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}
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else
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{
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screen->SetClearColor(GPalette.BlackIndex);
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}
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// And finally some info that is needed for the hardware renderer
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