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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
No gamma and player sprites on screenshots
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parent
7709db4bb0
commit
e8c98a5901
3 changed files with 6 additions and 6 deletions
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@ -260,7 +260,7 @@ void FGLRenderer::TonemapScene()
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds)
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void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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{
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{
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if (FGLRenderBuffers::IsEnabled())
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if (FGLRenderBuffers::IsEnabled())
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{
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{
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@ -338,7 +338,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds)
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mPresentShader->Bind();
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mPresentShader->Bind();
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mPresentShader->InputTexture.Set(0);
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mPresentShader->InputTexture.Set(0);
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if (framebuffer->IsHWGammaActive())
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if (!applyGamma || framebuffer->IsHWGammaActive())
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{
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{
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mPresentShader->Gamma.Set(1.0f);
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mPresentShader->Gamma.Set(1.0f);
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mPresentShader->Contrast.Set(1.0f);
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mPresentShader->Contrast.Set(1.0f);
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@ -160,8 +160,8 @@ public:
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void EndDrawScene(sector_t * viewsector);
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void EndDrawScene(sector_t * viewsector);
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void BloomScene();
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void BloomScene();
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void TonemapScene();
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void TonemapScene();
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void CopyToBackbuffer(const GL_IRECT *bounds);
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void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
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void Flush() { CopyToBackbuffer(nullptr); }
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void Flush() { CopyToBackbuffer(nullptr, true); }
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void SetProjection(float fov, float ratio, float fovratio);
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void SetProjection(float fov, float ratio, float fovratio);
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void SetProjection(VSMatrix matrix); // raw matrix input from stereo 3d modes
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void SetProjection(VSMatrix matrix); // raw matrix input from stereo 3d modes
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@ -858,7 +858,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
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clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
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ProcessScene(toscreen);
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ProcessScene(toscreen);
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if (mainview) EndDrawScene(retval); // do not call this for camera textures.
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if (mainview && toscreen) EndDrawScene(retval); // do not call this for camera textures.
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if (mainview)
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if (mainview)
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{
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{
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if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
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if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
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@ -976,7 +976,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei
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gl_RenderState.SetSoftLightLevel(-1);
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gl_RenderState.SetSoftLightLevel(-1);
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screen->Begin2D(false);
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screen->Begin2D(false);
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DrawBlend(viewsector);
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DrawBlend(viewsector);
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CopyToBackbuffer(&bounds);
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CopyToBackbuffer(&bounds, false);
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glFlush();
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glFlush();
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byte * scr = (byte *)M_Malloc(width * height * 3);
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byte * scr = (byte *)M_Malloc(width * height * 3);
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