mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
- removed more occurences of gl_drawinfo.
This commit is contained in:
parent
31263eeac2
commit
e6a447eb6f
7 changed files with 73 additions and 71 deletions
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@ -191,12 +191,13 @@ FDrawInfo::~FDrawInfo()
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// Sets up a new drawinfo struct
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//
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//==========================================================================
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void FDrawInfo::StartDrawInfo(GLSceneDrawer *drawer)
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FDrawInfo *FDrawInfo::StartDrawInfo(GLSceneDrawer *drawer)
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{
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FDrawInfo *di=di_list.GetNew();
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di->mDrawer = drawer;
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di->FixedColormap = drawer->FixedColormap;
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di->StartScene();
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return di;
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}
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void FDrawInfo::StartScene()
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@ -135,7 +135,7 @@ struct FDrawInfo : public HWDrawInfo
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void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub) override;
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int ClipPoint(const DVector3 &pos) override;
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static void StartDrawInfo(GLSceneDrawer *drawer);
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static FDrawInfo *StartDrawInfo(GLSceneDrawer *drawer);
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static void EndDrawInfo();
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gl_subsectorrendernode * GetOtherFloorPlanes(unsigned int sector)
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@ -41,7 +41,6 @@
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "hwrenderer/scene/hw_clipper.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/stereo3d/scoped_color_mask.h"
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@ -160,8 +159,9 @@ void GLPortal::DrawPortalStencil()
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//
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//-----------------------------------------------------------------------------
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bool GLPortal::Start(bool usestencil, bool doquery)
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bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo **pDi)
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{
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*pDi = nullptr;
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rendered_portals++;
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Clocker c(PortalAll);
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if (usestencil)
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@ -228,7 +228,7 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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return false;
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}
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}
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FDrawInfo::StartDrawInfo(drawer);
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*pDi = FDrawInfo::StartDrawInfo(drawer);
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}
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else
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{
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@ -256,7 +256,7 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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{
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if (NeedDepthBuffer())
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{
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FDrawInfo::StartDrawInfo(drawer);
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*pDi = FDrawInfo::StartDrawInfo(drawer);
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}
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else
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{
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@ -596,7 +596,7 @@ void GLPortal::RestoreMapSection()
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//
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//-----------------------------------------------------------------------------
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void GLSkyboxPortal::DrawContents()
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void GLSkyboxPortal::DrawContents(FDrawInfo *di)
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{
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int old_pm = PlaneMirrorMode;
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int saved_extralight = r_viewpoint.extralight;
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@ -637,7 +637,7 @@ void GLSkyboxPortal::DrawContents()
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SaveMapSection();
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drawer->CurrentMapSections.Set(mapsection);
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drawer->DrawScene(DM_SKYPORTAL);
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drawer->DrawScene(di, DM_SKYPORTAL);
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portal->mFlags &= ~PORTSF_INSKYBOX;
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inskybox = false;
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gl_RenderState.SetDepthClamp(oldclamp);
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@ -698,7 +698,7 @@ static uint8_t SetCoverage(FDrawInfo *di, void *node)
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{
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node_t *bsp = (node_t *)node;
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uint8_t coverage = SetCoverage(di, bsp->children[0]) | SetCoverage(di, bsp->children[1]);
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gl_drawinfo->no_renderflags[bsp->Index()] = coverage;
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di->no_renderflags[bsp->Index()] = coverage;
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return coverage;
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}
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else
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@ -718,7 +718,7 @@ void GLSectorStackPortal::SetupCoverage(FDrawInfo *di)
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{
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subsector_t *dsub = &::level.subsectors[sub->portalcoverage[plane].subsectors[j]];
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drawer->CurrentMapSections.Set(dsub->mapsection);
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gl_drawinfo->ss_renderflags[dsub->Index()] |= SSRF_SEEN;
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di->ss_renderflags[dsub->Index()] |= SSRF_SEEN;
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}
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}
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SetCoverage(di, ::level.HeadNode());
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@ -729,7 +729,7 @@ void GLSectorStackPortal::SetupCoverage(FDrawInfo *di)
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// GLSectorStackPortal::DrawContents
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//
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//-----------------------------------------------------------------------------
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void GLSectorStackPortal::DrawContents()
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void GLSectorStackPortal::DrawContents(FDrawInfo *di)
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{
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FSectorPortalGroup *portal = origin;
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@ -742,19 +742,19 @@ void GLSectorStackPortal::DrawContents()
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drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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SaveMapSection();
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SetupCoverage(gl_drawinfo);
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SetupCoverage(di);
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ClearClipper();
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// If the viewpoint is not within the portal, we need to invalidate the entire clip area.
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// The portal will re-validate the necessary parts when its subsectors get traversed.
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subsector_t *sub = R_PointInSubsector(r_viewpoint.Pos);
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if (!(gl_drawinfo->ss_renderflags[sub->Index()] & SSRF_SEEN))
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if (!(di->ss_renderflags[sub->Index()] & SSRF_SEEN))
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{
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drawer->clipper.SafeAddClipRange(0, ANGLE_MAX);
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drawer->clipper.SetBlocked(true);
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}
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drawer->DrawScene(DM_PORTAL);
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drawer->DrawScene(di, DM_PORTAL);
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RestoreMapSection();
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if (origin->plane != -1) screen->instack[origin->plane]--;
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@ -776,7 +776,7 @@ void GLSectorStackPortal::DrawContents()
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//
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//-----------------------------------------------------------------------------
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void GLPlaneMirrorPortal::DrawContents()
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void GLPlaneMirrorPortal::DrawContents(FDrawInfo *di)
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{
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if (renderdepth > r_mirror_recursions)
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{
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@ -801,7 +801,7 @@ void GLPlaneMirrorPortal::DrawContents()
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ClearClipper();
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gl_RenderState.SetClipHeight(planez, PlaneMirrorMode < 0 ? -1.f : 1.f);
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drawer->DrawScene(DM_PORTAL);
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drawer->DrawScene(di, DM_PORTAL);
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gl_RenderState.SetClipHeight(0.f, 0.f);
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PlaneMirrorFlag--;
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PlaneMirrorMode = old_pm;
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@ -897,7 +897,7 @@ int GLLinePortal::ClipPoint(const DVector2 &pos)
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// R_EnterMirror
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//
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//-----------------------------------------------------------------------------
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void GLMirrorPortal::DrawContents()
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void GLMirrorPortal::DrawContents(FDrawInfo *di)
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{
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if (renderdepth>r_mirror_recursions)
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{
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@ -976,7 +976,7 @@ void GLMirrorPortal::DrawContents()
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gl_RenderState.SetClipLine(linedef);
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gl_RenderState.EnableClipLine(true);
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drawer->DrawScene(DM_PORTAL);
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drawer->DrawScene(di, DM_PORTAL);
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gl_RenderState.EnableClipLine(false);
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MirrorFlag--;
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@ -997,7 +997,7 @@ void GLMirrorPortal::DrawContents()
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//
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//
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//-----------------------------------------------------------------------------
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void GLLineToLinePortal::DrawContents()
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void GLLineToLinePortal::DrawContents(FDrawInfo *di)
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{
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// TODO: Handle recursion more intelligently
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if (renderdepth>r_mirror_recursions)
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@ -1049,14 +1049,14 @@ void GLLineToLinePortal::DrawContents()
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ClearClipper();
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gl_RenderState.SetClipLine(glport->lines[0]->mDestination);
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gl_RenderState.EnableClipLine(true);
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drawer->DrawScene(DM_PORTAL);
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drawer->DrawScene(di, DM_PORTAL);
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gl_RenderState.EnableClipLine(false);
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RestoreMapSection();
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}
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void GLLineToLinePortal::RenderAttached()
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void GLLineToLinePortal::RenderAttached(FDrawInfo *di)
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{
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gl_drawinfo->ProcessActorsInPortal(glport, gl_drawinfo->mDrawer->in_area);
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di->ProcessActorsInPortal(glport, di->mDrawer->in_area);
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}
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//-----------------------------------------------------------------------------
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@ -1145,7 +1145,7 @@ GLHorizonPortal::GLHorizonPortal(GLHorizonInfo * pt, bool local)
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// GLHorizonPortal::DrawContents
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//
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//-----------------------------------------------------------------------------
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void GLHorizonPortal::DrawContents()
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void GLHorizonPortal::DrawContents(FDrawInfo *di)
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{
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Clocker c(PortalAll);
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@ -1216,7 +1216,7 @@ void GLHorizonPortal::DrawContents()
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//
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//-----------------------------------------------------------------------------
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void GLEEHorizonPortal::DrawContents()
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void GLEEHorizonPortal::DrawContents(FDrawInfo *di)
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{
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sector_t *sector = portal->mOrigin;
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if (sector->GetTexture(sector_t::floor) == skyflatnum ||
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@ -1225,7 +1225,7 @@ void GLEEHorizonPortal::DrawContents()
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GLSkyInfo skyinfo;
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skyinfo.init(sector->sky, 0);
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GLSkyPortal sky(&skyinfo, true);
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sky.DrawContents();
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sky.DrawContents(di);
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}
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if (sector->GetTexture(sector_t::ceiling) != skyflatnum)
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{
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@ -1239,7 +1239,7 @@ void GLEEHorizonPortal::DrawContents()
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horz.plane.Texheight = r_viewpoint.Pos.Z + fabs(horz.plane.Texheight);
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}
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GLHorizonPortal ceil(&horz, true);
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ceil.DrawContents();
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ceil.DrawContents(di);
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}
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if (sector->GetTexture(sector_t::floor) != skyflatnum)
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{
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@ -1253,7 +1253,7 @@ void GLEEHorizonPortal::DrawContents()
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horz.plane.Texheight = r_viewpoint.Pos.Z - fabs(horz.plane.Texheight);
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}
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GLHorizonPortal floor(&horz, true);
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floor.DrawContents();
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floor.DrawContents(di);
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}
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}
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@ -89,9 +89,9 @@ protected:
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GLPortal(bool local = false) { if (!local) portals.Push(this); }
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virtual ~GLPortal() { }
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bool Start(bool usestencil, bool doquery);
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bool Start(bool usestencil, bool doquery, FDrawInfo **pDi);
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void End(bool usestencil);
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virtual void DrawContents()=0;
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virtual void DrawContents(FDrawInfo *di)=0;
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virtual void * GetSource() const =0; // GetSource MUST be implemented!
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void ClearClipper();
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virtual bool IsSky() { return false; }
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@ -111,9 +111,10 @@ public:
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// Start may perform an occlusion query. If that returns 0 there
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// is no need to draw the stencil's contents and there's also no
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// need to restore the affected area becasue there is none!
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if (Start(usestencil, doquery))
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FDrawInfo *di;
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if (Start(usestencil, doquery, &di))
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{
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DrawContents();
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DrawContents(di);
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End(usestencil);
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}
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}
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@ -134,7 +135,7 @@ public:
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virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
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virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
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virtual line_t *ClipLine() { return NULL; }
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virtual void RenderAttached() {}
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virtual void RenderAttached(FDrawInfo *di) {}
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static void BeginScene();
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static void StartFrame();
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@ -205,7 +206,7 @@ struct GLMirrorPortal : public GLLinePortal
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line_t * linedef;
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protected:
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virtual void DrawContents();
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virtual void DrawContents(FDrawInfo *di);
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virtual void * GetSource() const { return linedef; }
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virtual const char *GetName();
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@ -223,11 +224,11 @@ struct GLLineToLinePortal : public GLLinePortal
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{
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FLinePortalSpan *glport;
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protected:
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virtual void DrawContents();
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virtual void DrawContents(FDrawInfo *di);
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virtual void * GetSource() const { return glport; }
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virtual const char *GetName();
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virtual line_t *ClipLine() { return line(); }
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virtual void RenderAttached();
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virtual void RenderAttached(FDrawInfo *di);
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public:
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@ -244,7 +245,7 @@ struct GLSkyboxPortal : public GLPortal
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FSectorPortal * portal;
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protected:
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virtual void DrawContents();
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virtual void DrawContents(FDrawInfo *di);
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virtual void * GetSource() const { return portal; }
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virtual bool IsSky() { return true; }
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virtual const char *GetName();
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@ -266,7 +267,7 @@ struct GLSkyPortal : public GLPortal
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friend struct GLEEHorizonPortal;
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protected:
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virtual void DrawContents();
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virtual void DrawContents(FDrawInfo *di);
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virtual void * GetSource() const { return origin; }
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virtual bool IsSky() { return true; }
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virtual bool NeedDepthBuffer() { return false; }
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@ -290,7 +291,7 @@ struct GLSectorStackPortal : public GLPortal
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TArray<subsector_t *> subsectors;
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protected:
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virtual ~GLSectorStackPortal();
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virtual void DrawContents();
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virtual void DrawContents(FDrawInfo *di);
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virtual void * GetSource() const { return origin; }
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virtual bool IsSky() { return true; } // although this isn't a real sky it can be handled as one.
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virtual const char *GetName();
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@ -313,7 +314,7 @@ public:
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struct GLPlaneMirrorPortal : public GLPortal
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{
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protected:
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virtual void DrawContents();
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virtual void DrawContents(FDrawInfo *di);
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virtual void * GetSource() const { return origin; }
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virtual const char *GetName();
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virtual void PushState();
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@ -338,7 +339,7 @@ struct GLHorizonPortal : public GLPortal
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friend struct GLEEHorizonPortal;
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protected:
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virtual void DrawContents();
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virtual void DrawContents(FDrawInfo *di);
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virtual void * GetSource() const { return origin; }
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virtual bool NeedDepthBuffer() { return false; }
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virtual bool NeedCap() { return false; }
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@ -354,7 +355,7 @@ struct GLEEHorizonPortal : public GLPortal
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FSectorPortal * portal;
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protected:
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virtual void DrawContents();
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virtual void DrawContents(FDrawInfo *di);
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virtual void * GetSource() const { return portal; }
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virtual bool NeedDepthBuffer() { return false; }
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virtual bool NeedCap() { return false; }
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@ -234,7 +234,7 @@ void GLSceneDrawer::SetupView(float vx, float vy, float vz, DAngle va, bool mirr
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//
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::CreateScene()
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void GLSceneDrawer::CreateScene(FDrawInfo *di)
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{
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angle_t a1 = FrustumAngle();
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InitClipper(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1);
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@ -254,26 +254,26 @@ void GLSceneDrawer::CreateScene()
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SetView();
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validcount++; // used for processing sidedefs only once by the renderer.
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gl_drawinfo->clipPortal = !!GLRenderer->mClipPortal;
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gl_drawinfo->mAngles = GLRenderer->mAngles;
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gl_drawinfo->mViewVector = GLRenderer->mViewVector;
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gl_drawinfo->mViewActor = GLRenderer->mViewActor;
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gl_drawinfo->mShadowMap = &GLRenderer->mShadowMap;
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di->clipPortal = !!GLRenderer->mClipPortal;
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di->mAngles = GLRenderer->mAngles;
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di->mViewVector = GLRenderer->mViewVector;
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di->mViewActor = GLRenderer->mViewActor;
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di->mShadowMap = &GLRenderer->mShadowMap;
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RenderBSPNode (level.HeadNode());
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gl_drawinfo->PreparePlayerSprites(r_viewpoint.sector, in_area);
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di->PreparePlayerSprites(r_viewpoint.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();
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached(di);
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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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gl_drawinfo->HandleMissingTextures(in_area); // Missing upper/lower textures
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gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
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gl_drawinfo->ProcessSectorStacks(in_area); // merge visplanes of sector stacks
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di->HandleMissingTextures(in_area); // Missing upper/lower textures
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di->HandleHackedSubsectors(); // open sector hacks for deep water
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di->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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@ -412,7 +412,7 @@ void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion)
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//
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::RenderTranslucent()
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void GLSceneDrawer::RenderTranslucent(FDrawInfo *di)
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{
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RenderAll.Clock();
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@ -424,8 +424,8 @@ void GLSceneDrawer::RenderTranslucent()
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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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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(gl_drawinfo, GLPASS_TRANSLUCENT);
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gl_drawinfo->DrawSorted(GLDL_TRANSLUCENT);
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di->drawlists[GLDL_TRANSLUCENTBORDER].Draw(di, GLPASS_TRANSLUCENT);
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di->DrawSorted(GLDL_TRANSLUCENT);
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gl_RenderState.EnableBrightmap(false);
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@ -445,7 +445,7 @@ void GLSceneDrawer::RenderTranslucent()
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//
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::DrawScene(int drawmode)
|
||||
void GLSceneDrawer::DrawScene(FDrawInfo *di, int drawmode)
|
||||
{
|
||||
static int recursion=0;
|
||||
static int ssao_portals_available = 0;
|
||||
|
@ -469,16 +469,16 @@ void GLSceneDrawer::DrawScene(int drawmode)
|
|||
if (r_viewpoint.camera != nullptr)
|
||||
{
|
||||
ActorRenderFlags savedflags = r_viewpoint.camera->renderflags;
|
||||
CreateScene();
|
||||
CreateScene(di);
|
||||
r_viewpoint.camera->renderflags = savedflags;
|
||||
}
|
||||
else
|
||||
{
|
||||
CreateScene();
|
||||
CreateScene(di);
|
||||
}
|
||||
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
|
||||
|
||||
RenderScene(gl_drawinfo, recursion);
|
||||
RenderScene(di, recursion);
|
||||
|
||||
if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
|
||||
{
|
||||
|
@ -495,7 +495,7 @@ void GLSceneDrawer::DrawScene(int drawmode)
|
|||
recursion++;
|
||||
GLPortal::EndFrame();
|
||||
recursion--;
|
||||
RenderTranslucent();
|
||||
RenderTranslucent(di);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -572,7 +572,7 @@ void GLSceneDrawer::DrawEndScene2D(FDrawInfo *di, sector_t * viewsector)
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void GLSceneDrawer::ProcessScene(bool toscreen)
|
||||
void GLSceneDrawer::ProcessScene(FDrawInfo *di, bool toscreen)
|
||||
{
|
||||
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
|
||||
GLPortal::BeginScene();
|
||||
|
@ -581,7 +581,7 @@ void GLSceneDrawer::ProcessScene(bool toscreen)
|
|||
CurrentMapSections.Resize(level.NumMapSections);
|
||||
CurrentMapSections.Zero();
|
||||
CurrentMapSections.Set(mapsection);
|
||||
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
|
||||
DrawScene(di, toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
|
||||
|
||||
}
|
||||
|
||||
|
@ -694,13 +694,13 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
|
|||
SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
|
||||
gl_RenderState.ApplyMatrices();
|
||||
|
||||
FDrawInfo::StartDrawInfo(this);
|
||||
ProcessScene(toscreen);
|
||||
if (mainview && toscreen) EndDrawScene(gl_drawinfo, lviewsector); // do not call this for camera textures.
|
||||
FDrawInfo *di = FDrawInfo::StartDrawInfo(this);
|
||||
ProcessScene(di, toscreen);
|
||||
if (mainview && toscreen) EndDrawScene(di, lviewsector); // do not call this for camera textures.
|
||||
|
||||
if (mainview && FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(gl_drawinfo, lviewsector); });
|
||||
GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(di, lviewsector); });
|
||||
|
||||
// This should be done after postprocessing, not before.
|
||||
GLRenderer->mBuffers->BindCurrentFB();
|
||||
|
|
|
@ -34,9 +34,9 @@ class GLSceneDrawer
|
|||
void RenderBSPNode(void *node);
|
||||
|
||||
void RenderScene(FDrawInfo *di, int recursion);
|
||||
void RenderTranslucent();
|
||||
void RenderTranslucent(FDrawInfo *di);
|
||||
|
||||
void CreateScene();
|
||||
void CreateScene(FDrawInfo *di);
|
||||
|
||||
public:
|
||||
GLSceneDrawer()
|
||||
|
@ -58,8 +58,8 @@ public:
|
|||
void Set3DViewport(bool mainview);
|
||||
void Reset3DViewport();
|
||||
void SetFixedColormap(player_t *player);
|
||||
void DrawScene(int drawmode);
|
||||
void ProcessScene(bool toscreen = false);
|
||||
void DrawScene(FDrawInfo *di, int drawmode);
|
||||
void ProcessScene(FDrawInfo *di, bool toscreen = false);
|
||||
void EndDrawScene(FDrawInfo *di, sector_t * viewsector);
|
||||
void DrawEndScene2D(FDrawInfo *di, sector_t * viewsector);
|
||||
|
||||
|
|
|
@ -271,7 +271,7 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
|
|||
//
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void GLSkyPortal::DrawContents()
|
||||
void GLSkyPortal::DrawContents(FDrawInfo *di)
|
||||
{
|
||||
bool drawBoth = false;
|
||||
|
||||
|
|
Loading…
Reference in a new issue