- moved several more functions from FGLRenderer to GLSceneDrawer.

This commit is contained in:
Christoph Oelckers 2017-03-12 12:03:54 +01:00
parent 90c42519b7
commit e4d7d9de8b
6 changed files with 82 additions and 81 deletions

View file

@ -47,6 +47,7 @@
#include "gl/system/gl_cvars.h" #include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_scenedrawer.h"
#include "gl/data/gl_vertexbuffer.h" #include "gl/data/gl_vertexbuffer.h"
@ -756,7 +757,7 @@ void GLWall::RenderLightsCompat(int pass)
// //
//========================================================================== //==========================================================================
void FGLRenderer::RenderMultipassStuff() void GLSceneDrawer::RenderMultipassStuff()
{ {
// First pass: empty background with sector light only // First pass: empty background with sector light only
@ -790,7 +791,7 @@ void FGLRenderer::RenderMultipassStuff()
// second pass: draw lights // second pass: draw lights
glDepthMask(false); glDepthMask(false);
if (mLightCount && !gl_fixedcolormap) if (GLRenderer->mLightCount && !gl_fixedcolormap)
{ {
if (gl_SetupLightTexture()) if (gl_SetupLightTexture())
{ {

View file

@ -158,21 +158,12 @@ public:
int ScreenToWindowX(int x); int ScreenToWindowX(int x);
int ScreenToWindowY(int y); int ScreenToWindowY(int y);
angle_t FrustumAngle();
void SetViewArea();
void Set3DViewport(bool mainview);
void Reset3DViewport(); void Reset3DViewport();
sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen); sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
void RenderView(player_t *player); void RenderView(player_t *player);
void SetViewAngle(DAngle viewangle);
void SetupView(float viewx, float viewy, float viewz, DAngle viewangle, bool mirror, bool planemirror);
void Initialize(int width, int height); void Initialize(int width, int height);
void RenderMultipassStuff();
void RenderScene(int recursion);
void RenderTranslucent();
void DrawScene(int drawmode);
void DrawBlend(sector_t * viewsector); void DrawBlend(sector_t * viewsector);
void DrawPSprite (player_t * player,DPSprite *psp,float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture); void DrawPSprite (player_t * player,DPSprite *psp,float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture);
@ -208,10 +199,6 @@ public:
void DrawPresentTexture(const GL_IRECT &box, bool applyGamma); void DrawPresentTexture(const GL_IRECT &box, bool applyGamma);
void Flush(); void Flush();
void SetProjection(float fov, float ratio, float fovratio);
void SetProjection(VSMatrix matrix); // raw matrix input from stereo 3d modes
void SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror);
void ProcessScene(bool toscreen = false);
bool StartOffscreen(); bool StartOffscreen();
void EndOffscreen(); void EndOffscreen();

View file

@ -328,7 +328,7 @@ inline void GLPortal::ClearClipper()
} }
// and finally clip it to the visible area // and finally clip it to the visible area
angle_t a1 = GLRenderer->FrustumAngle(); angle_t a1 = drawer->FrustumAngle();
if (a1 < ANGLE_180) drawer->clipper.SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1); if (a1 < ANGLE_180) drawer->clipper.SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1);
// lock the parts that have just been clipped out. // lock the parts that have just been clipped out.
@ -363,7 +363,7 @@ void GLPortal::End(bool usestencil)
GLRenderer->mViewActor=savedviewactor; GLRenderer->mViewActor=savedviewactor;
in_area=savedviewarea; in_area=savedviewarea;
if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags = (r_viewpoint.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility; if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags = (r_viewpoint.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
{ {
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics
@ -422,7 +422,7 @@ void GLPortal::End(bool usestencil)
GLRenderer->mViewActor=savedviewactor; GLRenderer->mViewActor=savedviewactor;
in_area=savedviewarea; in_area=savedviewarea;
if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags |= savedvisibility; if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags |= savedvisibility;
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
// This draws a valid z-buffer into the stencil's contents to ensure it // This draws a valid z-buffer into the stencil's contents to ensure it
// doesn't get overwritten by the level's geometry. // doesn't get overwritten by the level's geometry.
@ -648,8 +648,8 @@ void GLSkyboxPortal::DrawContents()
GLRenderer->mViewActor = origin; GLRenderer->mViewActor = origin;
inskybox = true; inskybox = true;
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
GLRenderer->SetViewArea(); drawer->SetViewArea();
ClearClipper(); ClearClipper();
int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection; int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
@ -657,7 +657,7 @@ void GLSkyboxPortal::DrawContents()
SaveMapSection(); SaveMapSection();
currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7); currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7);
GLRenderer->DrawScene(DM_SKYPORTAL); drawer->DrawScene(DM_SKYPORTAL);
portal->mFlags &= ~PORTSF_INSKYBOX; portal->mFlags &= ~PORTSF_INSKYBOX;
inskybox = false; inskybox = false;
gl_RenderState.SetDepthClamp(oldclamp); gl_RenderState.SetDepthClamp(oldclamp);
@ -744,7 +744,7 @@ void GLSectorStackPortal::DrawContents()
// avoid recursions! // avoid recursions!
if (origin->plane != -1) instack[origin->plane]++; if (origin->plane != -1) instack[origin->plane]++;
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
SaveMapSection(); SaveMapSection();
SetupCoverage(); SetupCoverage();
ClearClipper(); ClearClipper();
@ -758,7 +758,7 @@ void GLSectorStackPortal::DrawContents()
drawer->clipper.SetBlocked(true); drawer->clipper.SetBlocked(true);
} }
GLRenderer->DrawScene(DM_PORTAL); drawer->DrawScene(DM_PORTAL);
RestoreMapSection(); RestoreMapSection();
if (origin->plane != -1) instack[origin->plane]--; if (origin->plane != -1) instack[origin->plane]--;
@ -801,11 +801,11 @@ void GLPlaneMirrorPortal::DrawContents()
PlaneMirrorMode = origin->fC() < 0 ? -1 : 1; PlaneMirrorMode = origin->fC() < 0 ? -1 : 1;
PlaneMirrorFlag++; PlaneMirrorFlag++;
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
ClearClipper(); ClearClipper();
gl_RenderState.SetClipHeight(planez, PlaneMirrorMode < 0 ? -1.f : 1.f); gl_RenderState.SetClipHeight(planez, PlaneMirrorMode < 0 ? -1.f : 1.f);
GLRenderer->DrawScene(DM_PORTAL); drawer->DrawScene(DM_PORTAL);
gl_RenderState.SetClipHeight(0.f, 0.f); gl_RenderState.SetClipHeight(0.f, 0.f);
PlaneMirrorFlag--; PlaneMirrorFlag--;
PlaneMirrorMode = old_pm; PlaneMirrorMode = old_pm;
@ -967,11 +967,11 @@ void GLMirrorPortal::DrawContents()
GLRenderer->mViewActor = NULL; GLRenderer->mViewActor = NULL;
MirrorFlag++; MirrorFlag++;
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
drawer->clipper.Clear(); drawer->clipper.Clear();
angle_t af = GLRenderer->FrustumAngle(); angle_t af = drawer->FrustumAngle();
if (af<ANGLE_180) drawer->clipper.SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs()+af, r_viewpoint.Angles.Yaw.BAMs()-af); if (af<ANGLE_180) drawer->clipper.SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs()+af, r_viewpoint.Angles.Yaw.BAMs()-af);
angle_t a2 = linedef->v1->GetClipAngle(); angle_t a2 = linedef->v1->GetClipAngle();
@ -980,7 +980,7 @@ void GLMirrorPortal::DrawContents()
gl_RenderState.SetClipLine(linedef); gl_RenderState.SetClipLine(linedef);
gl_RenderState.EnableClipLine(true); gl_RenderState.EnableClipLine(true);
GLRenderer->DrawScene(DM_PORTAL); drawer->DrawScene(DM_PORTAL);
gl_RenderState.EnableClipLine(false); gl_RenderState.EnableClipLine(false);
MirrorFlag--; MirrorFlag--;
@ -1049,12 +1049,12 @@ void GLLineToLinePortal::DrawContents()
} }
GLRenderer->mViewActor = nullptr; GLRenderer->mViewActor = nullptr;
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
ClearClipper(); ClearClipper();
gl_RenderState.SetClipLine(glport->lines[0]->mDestination); gl_RenderState.SetClipLine(glport->lines[0]->mDestination);
gl_RenderState.EnableClipLine(true); gl_RenderState.EnableClipLine(true);
GLRenderer->DrawScene(DM_PORTAL); drawer->DrawScene(DM_PORTAL);
gl_RenderState.EnableClipLine(false); gl_RenderState.EnableClipLine(false);
RestoreMapSection(); RestoreMapSection();
} }

View file

@ -100,18 +100,18 @@ void gl_ParseDefs();
// R_FrustumAngle // R_FrustumAngle
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
angle_t FGLRenderer::FrustumAngle() angle_t GLSceneDrawer::FrustumAngle()
{ {
float tilt= fabs(mAngles.Pitch.Degrees); float tilt = fabs(GLRenderer->mAngles.Pitch.Degrees);
// If the pitch is larger than this you can look all around at a FOV of 90° // If the pitch is larger than this you can look all around at a FOV of 90°
if (tilt>46.0f) return 0xffffffff; if (tilt > 46.0f) return 0xffffffff;
// ok, this is a gross hack that barely works... // ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much... // but at least it doesn't overestimate too much...
double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(r_viewwindow.WidescreenRatio)/90.0; double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*GLRenderer->mCurrentFoV*48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0;
angle_t a1 = DAngle(floatangle).BAMs(); angle_t a1 = DAngle(floatangle).BAMs();
if (a1>=ANGLE_180) return 0xffffffff; if (a1 >= ANGLE_180) return 0xffffffff;
return a1; return a1;
} }
@ -120,7 +120,7 @@ angle_t FGLRenderer::FrustumAngle()
// Sets the area the camera is in // Sets the area the camera is in
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::SetViewArea() void GLSceneDrawer::SetViewArea()
{ {
// The render_sector is better suited to represent the current position in GL // The render_sector is better suited to represent the current position in GL
r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector; r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector;
@ -155,12 +155,12 @@ void FGLRenderer::Reset3DViewport()
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::Set3DViewport(bool mainview) void GLSceneDrawer::Set3DViewport(bool mainview)
{ {
if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height)) if (mainview && GLRenderer->mBuffers->Setup(GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mSceneViewport.width, GLRenderer->mSceneViewport.height))
{ {
bool useSSAO = (gl_ssao != 0); bool useSSAO = (gl_ssao != 0);
mBuffers->BindSceneFB(useSSAO); GLRenderer->mBuffers->BindSceneFB(useSSAO);
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS); gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply(); gl_RenderState.Apply();
@ -170,10 +170,10 @@ void FGLRenderer::Set3DViewport(bool mainview)
// This is faster on newer hardware because it allows the GPU to skip // This is faster on newer hardware because it allows the GPU to skip
// reading from slower memory where the full buffers are stored. // reading from slower memory where the full buffers are stored.
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
glClearColor(mSceneClearColor[0], mSceneClearColor[1], mSceneClearColor[2], 1.0f); glClearColor(GLRenderer->mSceneClearColor[0], GLRenderer->mSceneClearColor[1], GLRenderer->mSceneClearColor[2], 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const auto &bounds = mSceneViewport; const auto &bounds = GLRenderer->mSceneViewport;
glViewport(bounds.left, bounds.top, bounds.width, bounds.height); glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
glScissor(bounds.left, bounds.top, bounds.width, bounds.height); glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
@ -192,12 +192,12 @@ void FGLRenderer::Set3DViewport(bool mainview)
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::SetViewAngle(DAngle viewangle) void GLSceneDrawer::SetViewAngle(DAngle viewangle)
{ {
mAngles.Yaw = float(270.0-viewangle.Degrees); GLRenderer->mAngles.Yaw = float(270.0-viewangle.Degrees);
DVector2 v = r_viewpoint.Angles.Yaw.ToVector(); DVector2 v = r_viewpoint.Angles.Yaw.ToVector();
mViewVector.X = v.X; GLRenderer->mViewVector.X = v.X;
mViewVector.Y = v.Y; GLRenderer->mViewVector.Y = v.Y;
R_SetViewAngle(r_viewpoint, r_viewwindow); R_SetViewAngle(r_viewpoint, r_viewwindow);
} }
@ -210,15 +210,7 @@ void FGLRenderer::SetViewAngle(DAngle viewangle)
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::SetProjection(float fov, float ratio, float fovratio) void GLSceneDrawer::SetProjection(VSMatrix matrix)
{
float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, GetZNear(), GetZFar());
}
// raw matrix input from stereo 3d modes
void FGLRenderer::SetProjection(VSMatrix matrix)
{ {
gl_RenderState.mProjectionMatrix.loadIdentity(); gl_RenderState.mProjectionMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.multMatrix(matrix); gl_RenderState.mProjectionMatrix.multMatrix(matrix);
@ -230,7 +222,7 @@ void FGLRenderer::SetProjection(VSMatrix matrix)
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror) void GLSceneDrawer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror)
{ {
float mult = mirror? -1:1; float mult = mirror? -1:1;
float planemult = planemirror? -glset.pixelstretch : glset.pixelstretch; float planemult = planemirror? -glset.pixelstretch : glset.pixelstretch;
@ -250,7 +242,7 @@ void FGLRenderer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool
// Setup the view rotation matrix for the given viewpoint // Setup the view rotation matrix for the given viewpoint
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror) void GLSceneDrawer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror)
{ {
SetViewAngle(va); SetViewAngle(va);
SetViewMatrix(vx, vy, vz, mirror, planemirror); SetViewMatrix(vx, vy, vz, mirror, planemirror);
@ -267,9 +259,8 @@ void FGLRenderer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror
void GLSceneDrawer::CreateScene() void GLSceneDrawer::CreateScene()
{ {
angle_t a1 = GLRenderer->FrustumAngle(); angle_t a1 = FrustumAngle();
InitClipper(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1); InitClipper(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1);
GLPortal::drawer = this;
// reset the portal manager // reset the portal manager
GLPortal::StartFrame(); GLPortal::StartFrame();
@ -306,7 +297,7 @@ void GLSceneDrawer::CreateScene()
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::RenderScene(int recursion) void GLSceneDrawer::RenderScene(int recursion)
{ {
RenderAll.Clock(); RenderAll.Clock();
@ -329,7 +320,7 @@ void FGLRenderer::RenderScene(int recursion)
// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front, // if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
// so that we don't have to do repeated map/unmap calls on the buffer. // so that we don't have to do repeated map/unmap calls on the buffer.
bool haslights = mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights; bool haslights = GLRenderer->mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights;
if (gl.lightmethod == LM_DEFERRED && haslights) if (gl.lightmethod == LM_DEFERRED && haslights)
{ {
GLRenderer->mLights->Begin(); GLRenderer->mLights->Begin();
@ -358,7 +349,7 @@ void FGLRenderer::RenderScene(int recursion)
{ {
pass = GLPASS_ALL; pass = GLPASS_ALL;
} }
else else // GL 2.x legacy mode
{ {
// process everything that needs to handle textured dynamic lights. // process everything that needs to handle textured dynamic lights.
if (haslights) RenderMultipassStuff(); if (haslights) RenderMultipassStuff();
@ -445,7 +436,7 @@ void FGLRenderer::RenderScene(int recursion)
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::RenderTranslucent() void GLSceneDrawer::RenderTranslucent()
{ {
RenderAll.Clock(); RenderAll.Clock();
@ -477,7 +468,7 @@ void FGLRenderer::RenderTranslucent()
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::DrawScene(int drawmode) void GLSceneDrawer::DrawScene(int drawmode)
{ {
static int recursion=0; static int recursion=0;
static int ssao_portals_available = 0; static int ssao_portals_available = 0;
@ -498,17 +489,15 @@ void FGLRenderer::DrawScene(int drawmode)
ssao_portals_available--; ssao_portals_available--;
} }
GLSceneDrawer drawer;
if (r_viewpoint.camera != nullptr) if (r_viewpoint.camera != nullptr)
{ {
ActorRenderFlags savedflags = r_viewpoint.camera->renderflags; ActorRenderFlags savedflags = r_viewpoint.camera->renderflags;
drawer.CreateScene(); CreateScene();
r_viewpoint.camera->renderflags = savedflags; r_viewpoint.camera->renderflags = savedflags;
} }
else else
{ {
drawer.CreateScene(); CreateScene();
} }
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place. GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
@ -517,8 +506,8 @@ void FGLRenderer::DrawScene(int drawmode)
if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS) if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
{ {
gl_RenderState.EnableDrawBuffers(1); gl_RenderState.EnableDrawBuffers(1);
AmbientOccludeScene(); GLRenderer->AmbientOccludeScene();
mBuffers->BindSceneFB(true); GLRenderer->mBuffers->BindSceneFB(true);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply(); gl_RenderState.Apply();
gl_RenderState.ApplyMatrices(); gl_RenderState.ApplyMatrices();
@ -732,7 +721,7 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void FGLRenderer::ProcessScene(bool toscreen) void GLSceneDrawer::ProcessScene(bool toscreen)
{ {
FDrawInfo::StartDrawInfo(); FDrawInfo::StartDrawInfo();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0; iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
@ -800,12 +789,14 @@ void FGLRenderer::SetFixedColormap (player_t *player)
sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen) sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{ {
GLSceneDrawer drawer;
sector_t * lviewsector; sector_t * lviewsector;
mSceneClearColor[0] = 0.0f; mSceneClearColor[0] = 0.0f;
mSceneClearColor[1] = 0.0f; mSceneClearColor[1] = 0.0f;
mSceneClearColor[2] = 0.0f; mSceneClearColor[2] = 0.0f;
R_SetupFrame (r_viewpoint, r_viewwindow, camera); R_SetupFrame (r_viewpoint, r_viewwindow, camera);
SetViewArea(); drawer.SetViewArea();
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1. // We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians(); double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians();
@ -844,20 +835,20 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix); const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
eye->SetUp(); eye->SetUp();
SetOutputViewport(bounds); SetOutputViewport(bounds);
Set3DViewport(mainview); drawer.Set3DViewport(mainview);
mDrawingScene2D = true; mDrawingScene2D = true;
mCurrentFoV = fov; mCurrentFoV = fov;
// Stereo mode specific perspective projection // Stereo mode specific perspective projection
SetProjection( eye->GetProjection(fov, ratio, fovratio) ); drawer.SetProjection( eye->GetProjection(fov, ratio, fovratio) );
// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper // SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
SetViewAngle(r_viewpoint.Angles.Yaw); drawer.SetViewAngle(r_viewpoint.Angles.Yaw);
// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos // Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift); eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift);
s3d::ScopedViewShifter viewShifter(viewShift); s3d::ScopedViewShifter viewShifter(viewShift);
SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false); drawer.SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
gl_RenderState.ApplyMatrices(); gl_RenderState.ApplyMatrices();
ProcessScene(toscreen); drawer.ProcessScene(toscreen);
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
if (mainview && FGLRenderBuffers::IsEnabled()) if (mainview && FGLRenderBuffers::IsEnabled())
{ {

View file

@ -3,6 +3,7 @@
#include "r_defs.h" #include "r_defs.h"
#include "m_fixed.h" #include "m_fixed.h"
#include "gl_clipper.h" #include "gl_clipper.h"
#include "gl_portal.h"
class GLSceneDrawer class GLSceneDrawer
{ {
@ -10,7 +11,9 @@ class GLSceneDrawer
subsector_t *currentsubsector; // used by the line processing code. subsector_t *currentsubsector; // used by the line processing code.
sector_t *currentsector; sector_t *currentsector;
void RenderMultipassStuff();
void UnclipSubsector(subsector_t *sub); void UnclipSubsector(subsector_t *sub);
void AddLine (seg_t *seg, bool portalclip); void AddLine (seg_t *seg, bool portalclip);
void PolySubsector(subsector_t * sub); void PolySubsector(subsector_t * sub);
@ -22,11 +25,29 @@ class GLSceneDrawer
void DoSubsector(subsector_t * sub); void DoSubsector(subsector_t * sub);
void RenderBSPNode(void *node); void RenderBSPNode(void *node);
public: void RenderScene(int recursion);
Clipper clipper; void RenderTranslucent();
void CreateScene(); void CreateScene();
public:
GLSceneDrawer()
{
GLPortal::drawer = this;
}
Clipper clipper;
angle_t FrustumAngle();
void SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror);
void SetViewArea();
void SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror);
void SetViewAngle(DAngle viewangle);
void SetProjection(VSMatrix matrix);
void Set3DViewport(bool mainview);
void DrawScene(int drawmode);
void ProcessScene(bool toscreen = false);
void InitClipper(angle_t a1, angle_t a2) void InitClipper(angle_t a1, angle_t a2)
{ {
clipper.SafeAddClipRangeRealAngles(a1, a2); clipper.SafeAddClipRangeRealAngles(a1, a2);

View file

@ -68,6 +68,7 @@
#include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_scenedrawer.h"
#include "gl/scene/gl_portal.h" #include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h" #include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_bitmap.h" #include "gl/textures/gl_bitmap.h"
@ -519,7 +520,7 @@ void GLSkyPortal::DrawContents()
bool oldClamp = gl_RenderState.SetDepthClamp(true); bool oldClamp = gl_RenderState.SetDepthClamp(true);
gl_MatrixStack.Push(gl_RenderState.mViewMatrix); gl_MatrixStack.Push(gl_RenderState.mViewMatrix);
GLRenderer->SetupView(0, 0, 0, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); drawer->SetupView(0, 0, 0, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO); gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox) if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox)