mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- moved around more stuff from the FRenderer interface.
This commit is contained in:
parent
91813ec43d
commit
fcc33f0a09
11 changed files with 133 additions and 129 deletions
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@ -680,7 +680,7 @@ void D_Display ()
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cycles.Clock();
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r_UseVanillaTransparency = UseVanillaTransparency(); // [SP] Cache UseVanillaTransparency() call
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r_renderercaps = Renderer->GetCaps(); // [SP] Get the current capabilities of the renderer
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r_renderercaps = screen->GetCaps(); // [SP] Get the current capabilities of the renderer
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if (players[consoleplayer].camera == NULL)
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{
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@ -808,8 +808,9 @@ void D_Display ()
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Renderer->RenderView(&players[consoleplayer]);
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screen->Begin2D(viewactive);
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Renderer->DrawRemainingPlayerSprites();
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screen->DrawBlendingRect();
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// todo: These need to go into RenderView.
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//Renderer->DrawRemainingPlayerSprites();
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//screen->DrawBlendingRect();
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if (automapactive)
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{
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AM_Drawer (hud_althud? viewheight : StatusBar->GetTopOfStatusbar());
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@ -1003,10 +1003,6 @@ struct FGLInterface : public FRenderer
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void RenderView(player_t *player) override;
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void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
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void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, double fov) override;
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void PreprocessLevel() override;
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void SetClearColor(int color) override;
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uint32_t GetCaps() override;
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};
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//==========================================================================
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@ -1021,20 +1017,6 @@ void FGLInterface::Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actor
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gl_PrecacheTexture(texhitlist, actorhitlist);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FGLInterface::SetClearColor(int color)
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{
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PalEntry pe = GPalette.BaseColors[color];
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GLRenderer->mSceneClearColor[0] = pe.r / 255.f;
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GLRenderer->mSceneClearColor[1] = pe.g / 255.f;
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GLRenderer->mSceneClearColor[2] = pe.b / 255.f;
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}
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//===========================================================================
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//
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// Render the view to a savegame picture
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@ -1110,44 +1092,6 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, do
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camtexcount++;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FGLInterface::PreprocessLevel()
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{
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if (GLRenderer != NULL)
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{
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GLRenderer->SetupLevel();
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}
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}
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uint32_t FGLInterface::GetCaps()
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{
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// describe our basic feature set
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ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
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RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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if (gl_legacy_mode)
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{
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// legacy mode always has truecolor because palette tonemap is not available
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FlagSet |= RFF_TRUECOLOR;
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}
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else if (!(FGLRenderBuffers::IsEnabled()))
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{
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// truecolor is always available when renderbuffers are unavailable because palette tonemap is not possible
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FlagSet |= RFF_TRUECOLOR | RFF_MATSHADER | RFF_BRIGHTMAP;
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}
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else
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{
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if (gl_tonemap != 5) // not running palette tonemap shader
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FlagSet |= RFF_TRUECOLOR;
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FlagSet |= RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
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}
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return (uint32_t)FlagSet;
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}
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//===========================================================================
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//
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//
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@ -40,6 +40,7 @@
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/textures/gl_hwtexture.h"
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@ -189,6 +190,43 @@ void OpenGLFrameBuffer::Update()
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GLRenderer->SetOutputViewport(nullptr);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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extern int currentrenderer;
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uint32_t OpenGLFrameBuffer::GetCaps()
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{
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if (currentrenderer == 0) return Super::GetCaps();
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// describe our basic feature set
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ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
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RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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if (gl.legacyMode)
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{
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// legacy mode always has truecolor because palette tonemap is not available
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FlagSet |= RFF_TRUECOLOR;
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}
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else if (!(FGLRenderBuffers::IsEnabled()))
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{
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// truecolor is always available when renderbuffers are unavailable because palette tonemap is not possible
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FlagSet |= RFF_TRUECOLOR | RFF_MATSHADER | RFF_BRIGHTMAP;
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}
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else
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{
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if (gl_tonemap != 5) // not running palette tonemap shader
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FlagSet |= RFF_TRUECOLOR;
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FlagSet |= RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
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}
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return (uint32_t)FlagSet;
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}
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//==========================================================================
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//
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@ -329,6 +367,29 @@ void OpenGLFrameBuffer::GetFlash(PalEntry &rgb, int &amount)
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amount = Flash.a;
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}
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void OpenGLFrameBuffer::InitForLevel()
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{
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if (GLRenderer != NULL)
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{
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GLRenderer->SetupLevel();
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void OpenGLFrameBuffer::SetClearColor(int color)
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{
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PalEntry pe = GPalette.BaseColors[color];
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GLRenderer->mSceneClearColor[0] = pe.r / 255.f;
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GLRenderer->mSceneClearColor[1] = pe.g / 255.f;
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GLRenderer->mSceneClearColor[2] = pe.b / 255.f;
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}
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//==========================================================================
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//
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//
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@ -39,13 +39,16 @@ public:
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bool SetContrast(float contrast);
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void DoSetGamma();
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void UpdatePalette();
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void GetFlashedPalette (PalEntry pal[256]);
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PalEntry *GetPalette ();
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bool SetFlash(PalEntry rgb, int amount);
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void GetFlash(PalEntry &rgb, int &amount);
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bool Begin2D(bool copy3d);
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void GameRestart();
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void UpdatePalette() override;
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void GetFlashedPalette (PalEntry pal[256]) override;
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PalEntry *GetPalette () override;
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bool SetFlash(PalEntry rgb, int amount) override;
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void GetFlash(PalEntry &rgb, int &amount) override;
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bool Begin2D(bool copy3d) override;
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void GameRestart() override;
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void InitForLevel() override;
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void SetClearColor(int color) override;
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uint32_t GetCaps() override;
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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@ -4128,9 +4128,9 @@ void P_SetupLevel (const char *lumpname, int position)
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}
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// This must be done BEFORE the PolyObj Spawn!!!
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InitRenderInfo();
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Renderer->PreprocessLevel();
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SWRenderer->PreprocessLevel();
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InitRenderInfo(); // create hardware independent renderer resources for the level.
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screen->InitForLevel(); // create hardware dependent level resources (e.g. the vertex buffer)
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SWRenderer->SetColormap(); //The SW renderer needs to do some special setup for the level's default colormap.
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InitPortalGroups();
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times[16].Clock();
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@ -26,15 +26,18 @@ struct FRenderer
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// renders view to a savegame picture
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virtual void WriteSavePic (player_t *player, FileWriter *file, int width, int height) = 0;
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// render to a camera texture
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virtual void RenderTextureView(FCanvasTexture *tex, AActor *viewpoint, double fov) = 0;
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// draws player sprites with hardware acceleration (only useful for software rendering)
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virtual void DrawRemainingPlayerSprites() {}
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virtual void OnModeSet () {}
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virtual void SetClearColor(int color) = 0;
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virtual void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, double fov) = 0;
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virtual void PreprocessLevel() {}
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// set up the colormap for a newly loaded level.
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virtual void SetColormap() {}
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virtual uint32_t GetCaps() { return 0; }
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virtual void OnModeSet () {}
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virtual void SetClearColor(int color) {};
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};
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@ -994,7 +994,8 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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{
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color = pr_hom();
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}
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Renderer->SetClearColor(color);
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screen->SetClearColor(color);
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SWRenderer->SetClearColor(color);
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}
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}
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@ -90,10 +90,11 @@ FRenderer *CreateSWRenderer()
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return new FSoftwareRenderer;
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}
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EXTERN_CVAR(Bool, swtruecolor)
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void FSoftwareRenderer::PrecacheTexture(FTexture *tex, int cache)
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{
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bool isbgra = screen->IsBgra();
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bool isbgra = swtruecolor;
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if (tex != NULL)
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{
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@ -329,7 +330,7 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
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r_viewwindow = cameraViewwindow;
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}
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void FSoftwareRenderer::PreprocessLevel()
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void FSoftwareRenderer::SetColormap()
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{
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// This just sets the default colormap for the spftware renderer.
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NormalLight.Maps = realcolormaps.Maps;
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}
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}
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uint32_t FSoftwareRenderer::GetCaps()
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{
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ActorRenderFeatureFlags FlagSet = 0;
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if (r_polyrenderer)
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FlagSet |= RFF_POLYGONAL | RFF_TILTPITCH | RFF_SLOPE3DFLOORS;
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else
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{
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FlagSet |= RFF_UNCLIPPEDTEX;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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}
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if (screen && screen->IsBgra())
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FlagSet |= RFF_TRUECOLOR;
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else
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FlagSet |= RFF_COLORMAP;
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return (uint32_t)FlagSet;
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}
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@ -24,9 +24,7 @@ struct FSoftwareRenderer : public FRenderer
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void SetClearColor(int color) override;
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void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, double fov) override;
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void PreprocessLevel() override;
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uint32_t GetCaps() override;
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void SetColormap() override;
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private:
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void PrecacheTexture(FTexture *tex, int cache);
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@ -868,20 +868,6 @@ bool DFrameBuffer::Begin2D (bool copy3d)
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return false;
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}
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//==========================================================================
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//
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// DFrameBuffer :: DrawBlendingRect
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//
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// In hardware 2D modes, the blending rect needs to be drawn separately
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// from transferring the 3D scene to video memory, because the weapon
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// sprite is drawn on top of that.
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//
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//==========================================================================
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void DFrameBuffer::DrawBlendingRect()
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{
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}
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//==========================================================================
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//
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// DFrameBuffer :: WipeStartScreen
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@ -945,6 +931,37 @@ void DFrameBuffer::GameRestart()
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{
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}
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//==========================================================================
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//
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// DFrameBuffer :: GetCaps
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//
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//==========================================================================
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EXTERN_CVAR(Bool, r_polyrenderer)
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EXTERN_CVAR(Bool, r_drawvoxels)
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uint32_t DFrameBuffer::GetCaps()
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{
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ActorRenderFeatureFlags FlagSet = 0;
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if (r_polyrenderer)
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FlagSet |= RFF_POLYGONAL | RFF_TILTPITCH | RFF_SLOPE3DFLOORS;
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else
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{
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FlagSet |= RFF_UNCLIPPEDTEX;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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}
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if (swtruecolor)
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FlagSet |= RFF_TRUECOLOR;
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else
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FlagSet |= RFF_COLORMAP;
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return (uint32_t)FlagSet;
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}
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CCMD(clean)
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{
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Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);
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@ -1018,7 +1035,9 @@ void V_UpdateModeSize (int width, int height)
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DisplayHeight = height;
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R_OldBlend = ~0;
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Renderer->OnModeSet();
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// the software renderer also needs to be notified
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SWRenderer->OnModeSet();
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}
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void V_OutputResized (int width, int height)
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@ -290,7 +290,6 @@ public:
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inline int GetWidth() const { return Width; }
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inline int GetHeight() const { return Height; }
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inline bool IsBgra() const { return Bgra; }
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virtual DCanvas *GetCanvas() { return nullptr; }
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@ -343,10 +342,7 @@ public:
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virtual bool LockCanvas() { return true; }
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virtual void UnlockCanvas() {}
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// Begin 2D drawing operations. This is like Update, but it doesn't end
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// the scene, and it doesn't present the image yet. If you are going to
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// be covering the entire screen with 2D elements, then pass false to
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// avoid copying the software buffer to the screen.
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// Begin 2D drawing operations.
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// Returns true if hardware-accelerated 2D has been entered, false if not.
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virtual bool Begin2D(bool copy3d);
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void End2D() { isIn2D = false; }
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// DrawTexture calls after Begin2D use native textures.
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// Draws the blending rectangle over the viewwindow if in hardware-
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// accelerated 2D mode.
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virtual void DrawBlendingRect();
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// Precaches or unloads a texture
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// Report a game restart
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virtual void GameRestart();
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virtual void InitForLevel() {}
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virtual void SetClearColor(int color) {}
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virtual uint32_t GetCaps();
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// Screen wiping
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virtual bool WipeStartScreen(int type);
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