// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_scene.cpp ** manages the rendering of the player's view ** */ #include "gl/system/gl_system.h" #include "i_time.h" #include "gi.h" #include "m_png.h" #include "m_random.h" #include "st_stuff.h" #include "dobject.h" #include "doomstat.h" #include "g_level.h" #include "r_data/r_interpolate.h" #include "r_utility.h" #include "d_player.h" #include "p_effect.h" #include "sbar.h" #include "po_man.h" #include "r_utility.h" #include "p_local.h" #include "serializer.h" #include "g_levellocals.h" #include "events.h" #include "gl/dynlights/gl_lightbuffer.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/dynlights/gl_dynlight.h" #include "gl/models/gl_models.h" #include "gl/scene/gl_clipper.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/scene/gl_scenedrawer.h" #include "gl/shaders/gl_shader.h" #include "gl/stereo3d/gl_stereo3d.h" #include "gl/stereo3d/scoped_view_shifter.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_clock.h" //========================================================================== // // CVARs // //========================================================================== CVAR(Bool, gl_texture, true, 0) CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) EXTERN_CVAR (Bool, cl_capfps) EXTERN_CVAR (Bool, r_deathcamera) EXTERN_CVAR (Float, r_visibility) EXTERN_CVAR (Bool, r_drawvoxels) //----------------------------------------------------------------------------- // // R_FrustumAngle // //----------------------------------------------------------------------------- angle_t GLSceneDrawer::FrustumAngle() { float tilt = fabs(GLRenderer->mAngles.Pitch.Degrees); // If the pitch is larger than this you can look all around at a FOV of 90° if (tilt > 46.0f) return 0xffffffff; // ok, this is a gross hack that barely works... // but at least it doesn't overestimate too much... double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*GLRenderer->mCurrentFoV*48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0; angle_t a1 = DAngle(floatangle).BAMs(); if (a1 >= ANGLE_180) return 0xffffffff; return a1; } //----------------------------------------------------------------------------- // // Sets the area the camera is in // //----------------------------------------------------------------------------- void GLSceneDrawer::SetViewArea() { // The render_sector is better suited to represent the current position in GL r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector; // Get the heightsec state from the render sector, not the current one! if (r_viewpoint.sector->heightsec && !(r_viewpoint.sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) { in_area = r_viewpoint.Pos.Z <= r_viewpoint.sector->heightsec->floorplane.ZatPoint(r_viewpoint.Pos) ? area_below : (r_viewpoint.Pos.Z > r_viewpoint.sector->heightsec->ceilingplane.ZatPoint(r_viewpoint.Pos) && !(r_viewpoint.sector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above : area_normal; } else { in_area = area_default; // depends on exposed lower sectors } } //----------------------------------------------------------------------------- // // resets the 3D viewport // //----------------------------------------------------------------------------- void GLSceneDrawer::Reset3DViewport() { glViewport(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.top, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height); } //----------------------------------------------------------------------------- // // sets 3D viewport and initial state // //----------------------------------------------------------------------------- void GLSceneDrawer::Set3DViewport(bool mainview) { if (mainview && GLRenderer->mBuffers->Setup(GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mSceneViewport.width, GLRenderer->mSceneViewport.height)) { bool useSSAO = (gl_ssao != 0); GLRenderer->mBuffers->BindSceneFB(useSSAO); gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS); gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.Apply(); } // Always clear all buffers with scissor test disabled. // This is faster on newer hardware because it allows the GPU to skip // reading from slower memory where the full buffers are stored. glDisable(GL_SCISSOR_TEST); glClearColor(GLRenderer->mSceneClearColor[0], GLRenderer->mSceneClearColor[1], GLRenderer->mSceneClearColor[2], 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); const auto &bounds = GLRenderer->mSceneViewport; glViewport(bounds.left, bounds.top, bounds.width, bounds.height); glScissor(bounds.left, bounds.top, bounds.width, bounds.height); glEnable(GL_SCISSOR_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS,0,~0); // default stencil glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); } //----------------------------------------------------------------------------- // // Setup the camera position // //----------------------------------------------------------------------------- void GLSceneDrawer::SetViewAngle(DAngle viewangle) { GLRenderer->mAngles.Yaw = float(270.0-viewangle.Degrees); DVector2 v = r_viewpoint.Angles.Yaw.ToVector(); GLRenderer->mViewVector.X = v.X; GLRenderer->mViewVector.Y = v.Y; R_SetViewAngle(r_viewpoint, r_viewwindow); } //----------------------------------------------------------------------------- // // SetProjection // sets projection matrix // //----------------------------------------------------------------------------- void GLSceneDrawer::SetProjection(VSMatrix matrix) { gl_RenderState.mProjectionMatrix.loadIdentity(); gl_RenderState.mProjectionMatrix.multMatrix(matrix); } //----------------------------------------------------------------------------- // // Setup the modelview matrix // //----------------------------------------------------------------------------- void GLSceneDrawer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror) { float mult = mirror? -1:1; float planemult = planemirror? -level.info->pixelstretch : level.info->pixelstretch; gl_RenderState.mViewMatrix.loadIdentity(); gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Roll.Degrees, 0.0f, 0.0f, 1.0f); gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Pitch.Degrees, 1.0f, 0.0f, 0.0f); gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Yaw.Degrees, 0.0f, mult, 0.0f); gl_RenderState.mViewMatrix.translate(vx * mult, -vz * planemult , -vy); gl_RenderState.mViewMatrix.scale(-mult, planemult, 1); } //----------------------------------------------------------------------------- // // SetupView // Setup the view rotation matrix for the given viewpoint // //----------------------------------------------------------------------------- void GLSceneDrawer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror) { SetViewAngle(va); SetViewMatrix(vx, vy, vz, mirror, planemirror); gl_RenderState.ApplyMatrices(); } //----------------------------------------------------------------------------- // // CreateScene // // creates the draw lists for the current scene // //----------------------------------------------------------------------------- void GLSceneDrawer::CreateScene() { angle_t a1 = FrustumAngle(); InitClipper(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1); // reset the portal manager GLPortal::StartFrame(); PO_LinkToSubsectors(); ProcessAll.Clock(); // clip the scene and fill the drawlists for(auto p : level.portalGroups) p->glportal = nullptr; GLRenderer->gl_spriteindex=0; Bsp.Clock(); GLRenderer->mVBO->Map(); SetView(); validcount++; // used for processing sidedefs only once by the renderer. RenderBSPNode (level.HeadNode()); if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached(); Bsp.Unclock(); // And now the crappy hacks that have to be done to avoid rendering anomalies. // These cannot be multithreaded when the time comes because all these depend // on the global 'validcount' variable. gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks GLRenderer->mVBO->Unmap(); ProcessAll.Unclock(); } //----------------------------------------------------------------------------- // // RenderScene // // Draws the current draw lists for the non GLSL renderer // //----------------------------------------------------------------------------- void GLSceneDrawer::RenderScene(int recursion) { RenderAll.Clock(); glDepthMask(true); if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion); gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z); gl_RenderState.EnableFog(true); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); if (gl_sort_textures) { gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls(); gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats(); gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls(); gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats(); gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls(); } // if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front, // so that we don't have to do repeated map/unmap calls on the buffer. bool haslights = GLRenderer->mLightCount > 0 && FixedColormap == CM_DEFAULT && gl_lights; if (gl.lightmethod == LM_DEFERRED && haslights) { GLRenderer->mLights->Begin(); gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY, true); gl_drawinfo->drawlists[GLDL_MODELS].Draw(GLPASS_LIGHTSONLY); SetupWeaponLight(); GLRenderer->mLights->Finish(); } // Part 1: solid geometry. This is set up so that there are no transparent parts glDepthFunc(GL_LESS); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); glDisable(GL_POLYGON_OFFSET_FILL); int pass; if (!haslights || gl.lightmethod == LM_DEFERRED) { pass = GLPASS_PLAIN; } else if (gl.lightmethod == LM_DIRECT) { pass = GLPASS_ALL; } else // GL 2.x legacy mode { // process everything that needs to handle textured dynamic lights. if (haslights) RenderMultipassStuff(); // The remaining lists which are unaffected by dynamic lights are just processed as normal. pass = GLPASS_PLAIN; } gl_RenderState.EnableTexture(gl_texture); gl_RenderState.EnableBrightmap(true); gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(pass); gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(pass); // Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show if (!gl_texture) { gl_RenderState.EnableTexture(true); gl_RenderState.SetTextureMode(TM_MASK); } gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(pass); gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(pass); // Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use. if (gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(pass); glDisable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0, 0); } gl_drawinfo->drawlists[GLDL_MODELS].Draw(pass); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Part 4: Draw decals (not a real pass) glDepthFunc(GL_LEQUAL); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); glDepthMask(false); // this is the only geometry type on which decals can possibly appear gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals(); if (gl.legacyMode) { // also process the render lists with walls and dynamic lights gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawDecals(); gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawDecals(); } gl_RenderState.SetTextureMode(TM_MODULATE); glDepthMask(true); // Push bleeding floor/ceiling textures back a little in the z-buffer // so they don't interfere with overlapping mid textures. glPolygonOffset(1.0f, 128.0f); // Part 5: flood all the gaps with the back sector's flat texture // This will always be drawn like GLDL_PLAIN, depending on the fog settings glDepthMask(false); // don't write to Z-buffer! gl_RenderState.EnableFog(true); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); gl_drawinfo->DrawUnhandledMissingTextures(); glDepthMask(true); glPolygonOffset(0.0f, 0.0f); glDisable(GL_POLYGON_OFFSET_FILL); RenderAll.Unclock(); } //----------------------------------------------------------------------------- // // RenderTranslucent // // Draws the current draw lists for the non GLSL renderer // //----------------------------------------------------------------------------- void GLSceneDrawer::RenderTranslucent() { RenderAll.Clock(); glDepthMask(false); gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z); // final pass: translucent stuff gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.EnableBrightmap(true); gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_TRANSLUCENT); gl_drawinfo->drawlists[GLDL_TRANSLUCENT].DrawSorted(); gl_RenderState.EnableBrightmap(false); glDepthMask(true); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f); RenderAll.Unclock(); } //----------------------------------------------------------------------------- // // gl_drawscene - this function renders the scene from the current // viewpoint, including mirrors and skyboxes and other portals // It is assumed that the GLPortal::EndFrame returns with the // stencil, z-buffer and the projection matrix intact! // //----------------------------------------------------------------------------- void GLSceneDrawer::DrawScene(int drawmode) { static int recursion=0; static int ssao_portals_available = 0; bool applySSAO = false; if (drawmode == DM_MAINVIEW) { ssao_portals_available = gl_ssao_portals; applySSAO = true; } else if (drawmode == DM_OFFSCREEN) { ssao_portals_available = 0; } else if (drawmode == DM_PORTAL && ssao_portals_available > 0) { applySSAO = true; ssao_portals_available--; } if (r_viewpoint.camera != nullptr) { ActorRenderFlags savedflags = r_viewpoint.camera->renderflags; CreateScene(); r_viewpoint.camera->renderflags = savedflags; } else { CreateScene(); } GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place. RenderScene(recursion); if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS) { gl_RenderState.EnableDrawBuffers(1); GLRenderer->AmbientOccludeScene(); GLRenderer->mBuffers->BindSceneFB(true); gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.Apply(); gl_RenderState.ApplyMatrices(); } // Handle all portals after rendering the opaque objects but before // doing all translucent stuff recursion++; GLPortal::EndFrame(); recursion--; RenderTranslucent(); } //----------------------------------------------------------------------------- // // Draws player sprites and color blend // //----------------------------------------------------------------------------- void GLSceneDrawer::EndDrawScene(sector_t * viewsector) { gl_RenderState.EnableFog(false); // [BB] HUD models need to be rendered here. Make sure that // DrawPlayerSprites is only called once. Either to draw // HUD models or to draw the weapon sprites. const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player ); if ( renderHUDModel ) { // [BB] The HUD model should be drawn over everything else already drawn. glClear(GL_DEPTH_BUFFER_BIT); DrawPlayerSprites (viewsector, true); } glDisable(GL_STENCIL_TEST); GLRenderer->framebuffer->Begin2D(false); Reset3DViewport(); // Delay drawing psprites until after bloom has been applied, if enabled. if (!FGLRenderBuffers::IsEnabled() || !gl_bloom || FixedColormap != CM_DEFAULT) { DrawEndScene2D(viewsector); } else { // Restore standard rendering state gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.ResetColor(); gl_RenderState.EnableTexture(true); glDisable(GL_SCISSOR_TEST); } } void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector) { const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player); // [BB] Only draw the sprites if we didn't render a HUD model before. if (renderHUDModel == false) { DrawPlayerSprites(viewsector, false); } if (gl.legacyMode) { gl_RenderState.DrawColormapOverlay(); } gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); DrawTargeterSprites(); if (!FGLRenderBuffers::IsEnabled()) { DrawBlend(viewsector); } // Restore standard rendering state gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.ResetColor(); gl_RenderState.EnableTexture(true); glDisable(GL_SCISSOR_TEST); } //----------------------------------------------------------------------------- // // R_RenderView - renders one view - either the screen or a camera texture // //----------------------------------------------------------------------------- void GLSceneDrawer::ProcessScene(bool toscreen) { FDrawInfo::StartDrawInfo(this); iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0; GLPortal::BeginScene(); int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection; CurrentMapSections.Resize(level.NumMapSections); CurrentMapSections.Zero(); CurrentMapSections.Set(mapsection); DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN); FDrawInfo::EndDrawInfo(); } //----------------------------------------------------------------------------- // // gl_SetFixedColormap // //----------------------------------------------------------------------------- void GLSceneDrawer::SetFixedColormap (player_t *player) { FixedColormap=CM_DEFAULT; // check for special colormaps player_t * cplayer = player->camera->player; if (cplayer) { if (cplayer->extralight == INT_MIN) { FixedColormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP; r_viewpoint.extralight=0; } else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP) { FixedColormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap; } else if (cplayer->fixedlightlevel != -1) { auto torchtype = PClass::FindActor(NAME_PowerTorch); auto litetype = PClass::FindActor(NAME_PowerLightAmp); for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory) { PalEntry color = in->CallGetBlend (); // Need special handling for light amplifiers if (in->IsKindOf(torchtype)) { FixedColormap = cplayer->fixedlightlevel + CM_TORCH; } else if (in->IsKindOf(litetype)) { FixedColormap = CM_LITE; } } } } gl_RenderState.SetFixedColormap(FixedColormap); } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void GLSceneDrawer::DrawBlend(sector_t *viewsector) { GLRenderer->DrawBlend(viewsector, !!FixedColormap, true); } //----------------------------------------------------------------------------- // // Renders one viewpoint in a scene // //----------------------------------------------------------------------------- sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen) { sector_t * lviewsector; GLRenderer->mSceneClearColor[0] = 0.0f; GLRenderer->mSceneClearColor[1] = 0.0f; GLRenderer->mSceneClearColor[2] = 0.0f; R_SetupFrame (r_viewpoint, r_viewwindow, camera); SetViewArea(); GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility); // We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1. double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians(); double angx = cos(radPitch); double angy = sin(radPitch) * level.info->pixelstretch; double alen = sqrt(angx*angx + angy*angy); GLRenderer->mAngles.Pitch = (float)RAD2DEG(asin(angy / alen)); GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees; // Scroll the sky GLRenderer->mSky1Pos = (double)fmod((double)screen->FrameTime * (double)level.skyspeed1, 1024.f) * 90./256.; GLRenderer->mSky2Pos = (double)fmod((double)screen->FrameTime * (double)level.skyspeed2, 1024.f) * 90./256.; if (camera->player && camera->player-players==consoleplayer && ((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo) { GLRenderer->mViewActor=NULL; } else { GLRenderer->mViewActor=camera; } // 'viewsector' will not survive the rendering so it cannot be used anymore below. lviewsector = r_viewpoint.sector; // Render (potentially) multiple views for stereo 3d float viewShift[3]; const s3d::Stereo3DMode& stereo3dMode = mainview && toscreen? s3d::Stereo3DMode::getCurrentMode() : s3d::Stereo3DMode::getMonoMode(); stereo3dMode.SetUp(); for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix) { if (eye_ix > 0 && camera->player) SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix); eye->SetUp(); GLRenderer->SetOutputViewport(bounds); Set3DViewport(mainview); GLRenderer->mDrawingScene2D = true; GLRenderer->mCurrentFoV = fov; // Stereo mode specific perspective projection SetProjection( eye->GetProjection(fov, ratio, fovratio) ); // SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper SetViewAngle(r_viewpoint.Angles.Yaw); // Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift); s3d::ScopedViewShifter viewShifter(viewShift); SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false); gl_RenderState.ApplyMatrices(); ProcessScene(toscreen); if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. if (mainview && FGLRenderBuffers::IsEnabled()) { GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(lviewsector); }); // This should be done after postprocessing, not before. GLRenderer->mBuffers->BindCurrentFB(); glViewport(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.top, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height); if (!toscreen) { gl_RenderState.mViewMatrix.loadIdentity(); gl_RenderState.mProjectionMatrix.ortho(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mScreenViewport.top, -1.0f, 1.0f); gl_RenderState.ApplyMatrices(); } DrawBlend(lviewsector); } GLRenderer->mDrawingScene2D = false; if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled()) GLRenderer->mBuffers->BlitToEyeTexture(eye_ix); eye->TearDown(); } stereo3dMode.TearDown(); interpolator.RestoreInterpolations (); return lviewsector; } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height) { GL_IRECT bounds; P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector. bounds.left=0; bounds.top=0; bounds.width=width; bounds.height=height; glFlush(); SetFixedColormap(player); gl_RenderState.SetVertexBuffer(GLRenderer->mVBO); GLRenderer->mVBO->Reset(); if (!gl.legacyMode) GLRenderer->mLights->Clear(); // Check if there's some lights. If not some code can be skipped. TThinkerIterator it(STAT_DLIGHT); GLRenderer->mLightCount = ((it.Next()) != NULL); sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false); glDisable(GL_STENCIL_TEST); gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); screen->Begin2D(false); if (!FGLRenderBuffers::IsEnabled()) { DrawBlend(viewsector); } GLRenderer->CopyToBackbuffer(&bounds, false); glFlush(); uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3); glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr); M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width * 3, Gamma); M_Free(scr); }