mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-13 07:57:51 +00:00
- fix gamepic render buffer issues
This commit is contained in:
parent
dea1d0259d
commit
f03c02df43
9 changed files with 40 additions and 25 deletions
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@ -82,9 +82,6 @@
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static FRandom pr_dmspawn ("DMSpawn");
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static FRandom pr_dmspawn ("DMSpawn");
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static FRandom pr_pspawn ("PlayerSpawn");
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static FRandom pr_pspawn ("PlayerSpawn");
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const int SAVEPICWIDTH = 216;
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const int SAVEPICHEIGHT = 162;
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bool G_CheckDemoStatus (void);
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bool G_CheckDemoStatus (void);
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void G_ReadDemoTiccmd (ticcmd_t *cmd, int player);
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void G_ReadDemoTiccmd (ticcmd_t *cmd, int player);
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void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf);
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void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf);
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@ -102,5 +102,7 @@ class AInventory;
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extern const AInventory *SendItemUse, *SendItemDrop;
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extern const AInventory *SendItemUse, *SendItemDrop;
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extern int SendItemDropAmount;
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extern int SendItemDropAmount;
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const int SAVEPICWIDTH = 216;
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const int SAVEPICHEIGHT = 162;
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#endif
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#endif
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@ -35,6 +35,7 @@
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#include "p_effect.h"
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#include "p_effect.h"
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#include "d_player.h"
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#include "d_player.h"
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#include "a_dynlight.h"
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#include "a_dynlight.h"
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#include "g_game.h"
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#include "swrenderer/r_swscene.h"
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#include "swrenderer/r_swscene.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_clock.h"
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@ -96,6 +97,8 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mLights = nullptr;
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mLights = nullptr;
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mTonemapPalette = nullptr;
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mTonemapPalette = nullptr;
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mBuffers = nullptr;
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mBuffers = nullptr;
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mScreenBuffers = nullptr;
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mSaveBuffers = nullptr;
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mPresentShader = nullptr;
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mPresentShader = nullptr;
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mPresent3dCheckerShader = nullptr;
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mPresent3dCheckerShader = nullptr;
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mPresent3dColumnShader = nullptr;
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mPresent3dColumnShader = nullptr;
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@ -122,7 +125,9 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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void FGLRenderer::Initialize(int width, int height)
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void FGLRenderer::Initialize(int width, int height)
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{
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{
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mBuffers = new FGLRenderBuffers();
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mScreenBuffers = new FGLRenderBuffers();
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mSaveBuffers = new FGLRenderBuffers();
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mBuffers = mScreenBuffers;
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mLinearDepthShader = new FLinearDepthShader();
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mLinearDepthShader = new FLinearDepthShader();
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mDepthBlurShader = new FDepthBlurShader();
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mDepthBlurShader = new FDepthBlurShader();
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mSSAOShader = new FSSAOShader();
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mSSAOShader = new FSSAOShader();
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@ -400,7 +405,9 @@ void FGLRenderer::WriteSavePic(player_t *player, FileWriter *file, int width, in
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void FGLRenderer::BeginFrame()
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void FGLRenderer::BeginFrame()
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{
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{
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buffersActive = GLRenderer->mBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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buffersActive = GLRenderer->mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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if (buffersActive)
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buffersActive = GLRenderer->mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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}
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}
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//===========================================================================
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//===========================================================================
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@ -100,6 +100,8 @@ public:
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int mOldFBID;
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int mOldFBID;
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FGLRenderBuffers *mBuffers;
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FGLRenderBuffers *mBuffers;
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FGLRenderBuffers *mScreenBuffers;
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FGLRenderBuffers *mSaveBuffers;
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FLinearDepthShader *mLinearDepthShader;
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FLinearDepthShader *mLinearDepthShader;
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FSSAOShader *mSSAOShader;
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FSSAOShader *mSSAOShader;
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FDepthBlurShader *mDepthBlurShader;
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FDepthBlurShader *mDepthBlurShader;
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@ -656,7 +656,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes
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SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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eye->SetUp();
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eye->SetUp();
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screen->SetOutputViewport(bounds);
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screen->SetViewportRects(bounds);
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Set3DViewport(mainview);
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Set3DViewport(mainview);
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GLRenderer->mDrawingScene2D = true;
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GLRenderer->mDrawingScene2D = true;
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GLRenderer->mCurrentFoV = fov;
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GLRenderer->mCurrentFoV = fov;
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@ -713,20 +713,24 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
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void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
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{
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{
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IntRect bounds;
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IntRect bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.width = width;
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bounds.height = height;
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// if GLRenderer->mVBO is persistently mapped we must be sure the GPU finished reading from it before we fill it with new data.
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glFinish();
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// Switch to render buffers dimensioned for the savepic
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GLRenderer->mBuffers = GLRenderer->mSaveBuffers;
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P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
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P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
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bounds.left=0;
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bounds.top=0;
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bounds.width=width;
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bounds.height=height;
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glFlush();
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SetFixedColormap(player);
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SetFixedColormap(player);
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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GLRenderer->mVBO->Reset();
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GLRenderer->mVBO->Reset();
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if (!gl.legacyMode) GLRenderer->mLights->Clear();
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if (!gl.legacyMode) GLRenderer->mLights->Clear();
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sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
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sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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gl_RenderState.SetSoftLightLevel(-1);
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gl_RenderState.SetSoftLightLevel(-1);
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@ -737,12 +741,16 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
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screen->Draw2D();
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screen->Draw2D();
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}
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}
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GLRenderer->CopyToBackbuffer(&bounds, false);
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GLRenderer->CopyToBackbuffer(&bounds, false);
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glFlush();
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screen->SetOutputViewport(nullptr);
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// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
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glFinish();
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uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3);
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uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3);
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glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
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glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
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M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width * 3, Gamma);
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M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width * 3, Gamma);
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M_Free(scr);
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M_Free(scr);
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// Switch back the screen render buffers
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screen->SetViewportRects(nullptr);
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GLRenderer->mBuffers = GLRenderer->mScreenBuffers;
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}
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}
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@ -136,7 +136,7 @@ void OpenGLFrameBuffer::InitializeState()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLRenderer->Initialize(GetWidth(), GetHeight());
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GLRenderer->Initialize(GetWidth(), GetHeight());
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SetOutputViewport(nullptr);
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SetViewportRects(nullptr);
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}
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}
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//==========================================================================
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//==========================================================================
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@ -164,14 +164,11 @@ void OpenGLFrameBuffer::Update()
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int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
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int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
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if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
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if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
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{
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{
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// Do not call Resize here because it's only for software canvases
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Width = clientWidth;
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Width = clientWidth;
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Height = clientHeight;
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Height = clientHeight;
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V_OutputResized(Width, Height);
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V_OutputResized(Width, Height);
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GLRenderer->mVBO->OutputResized(Width, Height);
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GLRenderer->mVBO->OutputResized(Width, Height);
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}
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}
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SetOutputViewport(nullptr);
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}
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}
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//===========================================================================
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//===========================================================================
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@ -392,10 +389,11 @@ bool OpenGLFrameBuffer::RenderBuffersEnabled()
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return FGLRenderBuffers::IsEnabled();
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return FGLRenderBuffers::IsEnabled();
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}
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}
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void OpenGLFrameBuffer::SetOutputViewport(IntRect *bounds)
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void OpenGLFrameBuffer::SetViewportRects(IntRect *bounds)
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{
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{
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Super::SetOutputViewport(bounds);
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Super::SetViewportRects(bounds);
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s3d::Stereo3DMode::getCurrentMode().AdjustViewports();
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if (!bounds)
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s3d::Stereo3DMode::getCurrentMode().AdjustViewports();
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}
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}
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@ -431,6 +429,7 @@ void OpenGLFrameBuffer::SetClearColor(int color)
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void OpenGLFrameBuffer::BeginFrame()
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void OpenGLFrameBuffer::BeginFrame()
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{
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{
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SetViewportRects(nullptr);
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if (GLRenderer != nullptr)
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if (GLRenderer != nullptr)
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GLRenderer->BeginFrame();
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GLRenderer->BeginFrame();
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}
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}
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@ -42,7 +42,7 @@ public:
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void ResetFixedColormap() override;
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void ResetFixedColormap() override;
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void BeginFrame() override;
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void BeginFrame() override;
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bool RenderBuffersEnabled() override;
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bool RenderBuffersEnabled() override;
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void SetOutputViewport(IntRect *bounds) override;
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void SetViewportRects(IntRect *bounds) override;
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void BlurScene(float amount) override;
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void BlurScene(float amount) override;
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// Retrieves a buffer containing image data for a screenshot.
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// Retrieves a buffer containing image data for a screenshot.
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@ -1005,7 +1005,7 @@ void DFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, i
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//
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//
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//==========================================================================
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//==========================================================================
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void DFrameBuffer::SetOutputViewport(IntRect *bounds)
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void DFrameBuffer::SetViewportRects(IntRect *bounds)
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{
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{
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if (bounds)
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if (bounds)
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{
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{
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@ -501,7 +501,7 @@ public:
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// Calculate gamma table
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// Calculate gamma table
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void CalcGamma(float gamma, uint8_t gammalookup[256]);
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void CalcGamma(float gamma, uint8_t gammalookup[256]);
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virtual void SetOutputViewport(IntRect *bounds);
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virtual void SetViewportRects(IntRect *bounds);
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int ScreenToWindowX(int x);
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int ScreenToWindowX(int x);
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int ScreenToWindowY(int y);
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int ScreenToWindowY(int y);
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