mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-22 02:11:36 +00:00
1243 lines
37 KiB
C++
1243 lines
37 KiB
C++
/*
|
||
** gl_scene.cpp
|
||
** manages the rendering of the player's view
|
||
**
|
||
**---------------------------------------------------------------------------
|
||
** Copyright 2004-2005 Christoph Oelckers
|
||
** All rights reserved.
|
||
**
|
||
** Redistribution and use in source and binary forms, with or without
|
||
** modification, are permitted provided that the following conditions
|
||
** are met:
|
||
**
|
||
** 1. Redistributions of source code must retain the above copyright
|
||
** notice, this list of conditions and the following disclaimer.
|
||
** 2. Redistributions in binary form must reproduce the above copyright
|
||
** notice, this list of conditions and the following disclaimer in the
|
||
** documentation and/or other materials provided with the distribution.
|
||
** 3. The name of the author may not be used to endorse or promote products
|
||
** derived from this software without specific prior written permission.
|
||
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
||
** covered by the terms of the GNU Lesser General Public License as published
|
||
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
||
** your option) any later version.
|
||
** 5. Full disclosure of the entire project's source code, except for third
|
||
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
||
**
|
||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
**---------------------------------------------------------------------------
|
||
**
|
||
*/
|
||
|
||
#include "gl/system/gl_system.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 "a_hexenglobal.h"
|
||
#include "p_local.h"
|
||
#include "gl/gl_functions.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/data/gl_data.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/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"
|
||
#include "gl/utility/gl_convert.h"
|
||
#include "gl/utility/gl_templates.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 (Int, screenblocks)
|
||
EXTERN_CVAR (Bool, cl_capfps)
|
||
EXTERN_CVAR (Bool, r_deathcamera)
|
||
|
||
|
||
extern int viewpitch;
|
||
extern bool NoInterpolateView;
|
||
|
||
DWORD gl_fixedcolormap;
|
||
area_t in_area;
|
||
TArray<BYTE> currentmapsection;
|
||
|
||
void gl_ParseDefs();
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// R_FrustumAngle
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
angle_t FGLRenderer::FrustumAngle()
|
||
{
|
||
float tilt= fabs(mAngles.Pitch.Degrees);
|
||
|
||
// If the pitch is larger than this you can look all around at a FOV of 90<39>
|
||
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)))*mCurrentFoV*48.0/BaseRatioSizes[WidescreenRatio][3]/90.0;
|
||
angle_t a1 = DAngle(floatangle).BAMs();
|
||
if (a1>=ANGLE_180) return 0xffffffff;
|
||
return a1;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Sets the area the camera is in
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
void FGLRenderer::SetViewArea()
|
||
{
|
||
// The render_sector is better suited to represent the current position in GL
|
||
viewsector = R_PointInSubsector(ViewPos)->render_sector;
|
||
|
||
// Get the heightsec state from the render sector, not the current one!
|
||
if (viewsector->heightsec && !(viewsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
||
{
|
||
in_area = ViewPos.Z <= viewsector->heightsec->floorplane.ZatPoint(ViewPos) ? area_below :
|
||
(ViewPos.Z > viewsector->heightsec->ceilingplane.ZatPoint(ViewPos) &&
|
||
!(viewsector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above : area_normal;
|
||
}
|
||
else
|
||
{
|
||
in_area = area_default; // depends on exposed lower sectors
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// resets the 3D viewport
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::ResetViewport()
|
||
{
|
||
int trueheight = static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight(); // ugh...
|
||
glViewport(0, (trueheight-screen->GetHeight())/2, screen->GetWidth(), screen->GetHeight());
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// sets 3D viewport and initial state
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::SetViewport(GL_IRECT *bounds)
|
||
{
|
||
if (!bounds)
|
||
{
|
||
int height, width;
|
||
|
||
// Special handling so the view with a visible status bar displays properly
|
||
|
||
if (screenblocks >= 10)
|
||
{
|
||
height = SCREENHEIGHT;
|
||
width = SCREENWIDTH;
|
||
}
|
||
else
|
||
{
|
||
height = (screenblocks*SCREENHEIGHT/10) & ~7;
|
||
width = (screenblocks*SCREENWIDTH/10);
|
||
}
|
||
|
||
int trueheight = static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight(); // ugh...
|
||
int bars = (trueheight-screen->GetHeight())/2;
|
||
|
||
int vw = viewwidth;
|
||
int vh = viewheight;
|
||
glViewport(viewwindowx, trueheight-bars-(height+viewwindowy-((height-vh)/2)), vw, height);
|
||
glScissor(viewwindowx, trueheight-bars-(vh+viewwindowy), vw, vh);
|
||
}
|
||
else
|
||
{
|
||
glViewport(bounds->left, bounds->top, bounds->width, bounds->height);
|
||
glScissor(bounds->left, bounds->top, bounds->width, bounds->height);
|
||
}
|
||
glEnable(GL_SCISSOR_TEST);
|
||
|
||
#ifdef _DEBUG
|
||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||
#else
|
||
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||
#endif
|
||
|
||
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 FGLRenderer::SetViewAngle(DAngle viewangle)
|
||
{
|
||
mAngles.Yaw = float(270.0-viewangle.Degrees);
|
||
DVector2 v = ViewAngle.ToVector();
|
||
mViewVector.X = v.X;
|
||
mViewVector.Y = v.Y;
|
||
|
||
R_SetViewAngle();
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// SetProjection
|
||
// sets projection matrix
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
|
||
{
|
||
|
||
float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
|
||
gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, 5.f, 65536.f);
|
||
gl_RenderState.Set2DMode(false);
|
||
}
|
||
|
||
// raw matrix input from stereo 3d modes
|
||
void FGLRenderer::SetProjection(VSMatrix matrix)
|
||
{
|
||
gl_RenderState.mProjectionMatrix.loadIdentity();
|
||
gl_RenderState.mProjectionMatrix.multMatrix(matrix);
|
||
gl_RenderState.Set2DMode(false);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Setup the modelview matrix
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror)
|
||
{
|
||
float mult = mirror? -1:1;
|
||
float planemult = planemirror? -glset.pixelstretch : glset.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 FGLRenderer::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 FGLRenderer::CreateScene()
|
||
{
|
||
// reset the portal manager
|
||
GLPortal::StartFrame();
|
||
PO_LinkToSubsectors();
|
||
|
||
ProcessAll.Clock();
|
||
|
||
// clip the scene and fill the drawlists
|
||
for(unsigned i=0;i<portals.Size(); i++) portals[i]->glportal = NULL;
|
||
gl_spriteindex=0;
|
||
Bsp.Clock();
|
||
R_SetView();
|
||
validcount++; // used for processing sidedefs only once by the renderer.
|
||
gl_RenderBSPNode (nodes + numnodes - 1);
|
||
Bsp.Unclock();
|
||
|
||
// And now the crappy hacks that have to be done to avoid rendering anomalies:
|
||
|
||
gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
|
||
gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
|
||
gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks
|
||
|
||
ProcessAll.Unclock();
|
||
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// RenderScene
|
||
//
|
||
// Draws the current draw lists for the non GLSL renderer
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::RenderScene(int recursion)
|
||
{
|
||
RenderAll.Clock();
|
||
|
||
glDepthMask(true);
|
||
if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion);
|
||
|
||
gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.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 = mLightCount > 0 && gl_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);
|
||
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
|
||
{
|
||
// Todo: Draw lights with multipass rendering.
|
||
// RenderMultpassStuff();
|
||
|
||
// The remaining stuff which is unaffected by dynamic lights is 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.lightmethod == LM_SOFTWARE)
|
||
{
|
||
// also process the render lists with walls and dynamic lights
|
||
}
|
||
|
||
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 FGLRenderer::RenderTranslucent()
|
||
{
|
||
RenderAll.Clock();
|
||
|
||
glDepthMask(false);
|
||
gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.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!
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
EXTERN_CVAR(Bool, gl_draw_sync)
|
||
|
||
void FGLRenderer::DrawScene(bool toscreen)
|
||
{
|
||
static int recursion=0;
|
||
|
||
CreateScene();
|
||
GLRenderer->mCurrentPortal = NULL; // this must be reset before any portal recursion takes place.
|
||
|
||
// Up to this point in the main draw call no rendering is performed so we can wait
|
||
// with swapping the render buffer until now.
|
||
if (!gl_draw_sync && toscreen)
|
||
{
|
||
All.Unclock();
|
||
static_cast<OpenGLFrameBuffer*>(screen)->Swap();
|
||
All.Clock();
|
||
}
|
||
RenderScene(recursion);
|
||
|
||
// Handle all portals after rendering the opaque objects but before
|
||
// doing all translucent stuff
|
||
recursion++;
|
||
GLPortal::EndFrame();
|
||
recursion--;
|
||
RenderTranslucent();
|
||
}
|
||
|
||
|
||
void gl_FillScreen()
|
||
{
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||
gl_RenderState.EnableTexture(false);
|
||
gl_RenderState.Apply();
|
||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||
ptr->Set(0, 0, 0, 0, 0);
|
||
ptr++;
|
||
ptr->Set(0, (float)SCREENHEIGHT, 0, 0, 0);
|
||
ptr++;
|
||
ptr->Set((float)SCREENWIDTH, 0, 0, 0, 0);
|
||
ptr++;
|
||
ptr->Set((float)SCREENWIDTH, (float)SCREENHEIGHT, 0, 0, 0);
|
||
ptr++;
|
||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Draws a blend over the entire view
|
||
//
|
||
//==========================================================================
|
||
void FGLRenderer::DrawBlend(sector_t * viewsector)
|
||
{
|
||
float blend[4]={0,0,0,0};
|
||
PalEntry blendv=0;
|
||
float extra_red;
|
||
float extra_green;
|
||
float extra_blue;
|
||
player_t *player = NULL;
|
||
|
||
if (players[consoleplayer].camera != NULL)
|
||
{
|
||
player=players[consoleplayer].camera->player;
|
||
}
|
||
|
||
// don't draw sector based blends when an invulnerability colormap is active
|
||
if (!gl_fixedcolormap)
|
||
{
|
||
if (!viewsector->e->XFloor.ffloors.Size())
|
||
{
|
||
if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC))
|
||
{
|
||
switch (in_area)
|
||
{
|
||
default:
|
||
case area_normal: blendv = viewsector->heightsec->midmap; break;
|
||
case area_above: blendv = viewsector->heightsec->topmap; break;
|
||
case area_below: blendv = viewsector->heightsec->bottommap; break;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
|
||
|
||
for (unsigned int i = 0; i < lightlist.Size(); i++)
|
||
{
|
||
double lightbottom;
|
||
if (i < lightlist.Size() - 1)
|
||
lightbottom = lightlist[i + 1].plane.ZatPoint(ViewPos);
|
||
else
|
||
lightbottom = viewsector->floorplane.ZatPoint(ViewPos);
|
||
|
||
if (lightbottom < ViewPos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
|
||
{
|
||
// 3d floor 'fog' is rendered as a blending value
|
||
blendv = lightlist[i].blend;
|
||
// If this is the same as the sector's it doesn't apply!
|
||
if (blendv == viewsector->ColorMap->Fade) blendv = 0;
|
||
// a little hack to make this work for Legacy maps.
|
||
if (blendv.a == 0 && blendv != 0) blendv.a = 128;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (blendv.a == 0)
|
||
{
|
||
blendv = R_BlendForColormap(blendv);
|
||
if (blendv.a == 255)
|
||
{
|
||
// The calculated average is too dark so brighten it according to the palettes's overall brightness
|
||
int maxcol = MAX<int>(MAX<int>(framebuffer->palette_brightness, blendv.r), MAX<int>(blendv.g, blendv.b));
|
||
blendv.r = blendv.r * 255 / maxcol;
|
||
blendv.g = blendv.g * 255 / maxcol;
|
||
blendv.b = blendv.b * 255 / maxcol;
|
||
}
|
||
}
|
||
|
||
if (blendv.a == 255)
|
||
{
|
||
|
||
extra_red = blendv.r / 255.0f;
|
||
extra_green = blendv.g / 255.0f;
|
||
extra_blue = blendv.b / 255.0f;
|
||
|
||
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
|
||
blendv = 0;
|
||
|
||
// black multiplicative blends are ignored
|
||
if (extra_red || extra_green || extra_blue)
|
||
{
|
||
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
||
gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f);
|
||
gl_FillScreen();
|
||
}
|
||
}
|
||
else if (blendv.a)
|
||
{
|
||
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, blendv.a / 255.0f, blend);
|
||
}
|
||
}
|
||
|
||
// This mostly duplicates the code in shared_sbar.cpp
|
||
// When I was writing this the original was called too late so that I
|
||
// couldn't get the blend in time. However, since then I made some changes
|
||
// here that would get lost if I switched back so I won't do it.
|
||
|
||
if (player)
|
||
{
|
||
V_AddPlayerBlend(player, blend, 0.5, 175);
|
||
}
|
||
|
||
if (players[consoleplayer].camera != NULL)
|
||
{
|
||
// except for fadeto effects
|
||
player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
|
||
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
|
||
}
|
||
|
||
if (blend[3]>0.0f)
|
||
{
|
||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]);
|
||
gl_FillScreen();
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Draws player sprites and color blend
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
|
||
void FGLRenderer::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);
|
||
|
||
framebuffer->Begin2D(false);
|
||
|
||
ResetViewport();
|
||
// [BB] Only draw the sprites if we didn't render a HUD model before.
|
||
if ( renderHUDModel == false )
|
||
{
|
||
DrawPlayerSprites (viewsector, false);
|
||
}
|
||
int cm = gl_RenderState.GetFixedColormap();
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
gl_RenderState.SetSoftLightLevel(-1);
|
||
DrawTargeterSprites();
|
||
DrawBlend(viewsector);
|
||
if (gl.glslversion == 0.0)
|
||
{
|
||
gl_RenderState.SetFixedColormap(cm);
|
||
gl_RenderState.DrawColormapOverlay();
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
}
|
||
|
||
// 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 FGLRenderer::ProcessScene(bool toscreen)
|
||
{
|
||
FDrawInfo::StartDrawInfo();
|
||
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
|
||
GLPortal::BeginScene();
|
||
|
||
int mapsection = R_PointInSubsector(ViewPos)->mapsection;
|
||
memset(¤tmapsection[0], 0, currentmapsection.Size());
|
||
currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
|
||
DrawScene(toscreen);
|
||
FDrawInfo::EndDrawInfo();
|
||
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// gl_SetFixedColormap
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::SetFixedColormap (player_t *player)
|
||
{
|
||
gl_fixedcolormap=CM_DEFAULT;
|
||
|
||
// check for special colormaps
|
||
player_t * cplayer = player->camera->player;
|
||
if (cplayer)
|
||
{
|
||
if (cplayer->extralight == INT_MIN)
|
||
{
|
||
gl_fixedcolormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
|
||
extralight=0;
|
||
}
|
||
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
|
||
{
|
||
gl_fixedcolormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
|
||
}
|
||
else if (cplayer->fixedlightlevel != -1)
|
||
{
|
||
for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
|
||
{
|
||
PalEntry color = in->GetBlend ();
|
||
|
||
// Need special handling for light amplifiers
|
||
if (in->IsKindOf(RUNTIME_CLASS(APowerTorch)))
|
||
{
|
||
gl_fixedcolormap = cplayer->fixedlightlevel + CM_TORCH;
|
||
}
|
||
else if (in->IsKindOf(RUNTIME_CLASS(APowerLightAmp)))
|
||
{
|
||
gl_fixedcolormap = CM_LITE;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
gl_RenderState.SetFixedColormap(gl_fixedcolormap);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Renders one viewpoint in a scene
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
|
||
{
|
||
sector_t * retval;
|
||
R_SetupFrame (camera);
|
||
SetViewArea();
|
||
|
||
// 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 = clamp(ViewPitch.Normalized180().Radians(), -PI / 2, PI / 2);
|
||
double angx = cos(radPitch);
|
||
double angy = sin(radPitch) * glset.pixelstretch;
|
||
double alen = sqrt(angx*angx + angy*angy);
|
||
|
||
mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
|
||
mAngles.Roll.Degrees = camera->Angles.Roll.Degrees;
|
||
|
||
// Scroll the sky
|
||
mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f;
|
||
mSky2Pos = (float)fmod(gl_frameMS * level.skyspeed2, 1024.f) * 90.f/256.f;
|
||
|
||
|
||
|
||
if (camera->player && camera->player-players==consoleplayer &&
|
||
((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo)
|
||
{
|
||
mViewActor=NULL;
|
||
}
|
||
else
|
||
{
|
||
mViewActor=camera;
|
||
}
|
||
|
||
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
|
||
retval = viewsector;
|
||
|
||
// Render (potentially) multiple views for stereo 3d
|
||
float viewShift[3];
|
||
const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
|
||
stereo3dMode.SetUp();
|
||
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
|
||
{
|
||
const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
|
||
eye->SetUp();
|
||
// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
|
||
SetViewport(bounds);
|
||
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(ViewAngle);
|
||
// Stereo mode specific viewpoint adjustment - temporarily shifts global viewx, viewy, viewz
|
||
eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift);
|
||
s3d::ScopedViewShifter viewShifter(viewShift);
|
||
SetViewMatrix(ViewPos.X, ViewPos.Y, ViewPos.Z, false, false);
|
||
gl_RenderState.ApplyMatrices();
|
||
|
||
clipper.Clear();
|
||
angle_t a1 = FrustumAngle();
|
||
clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
|
||
|
||
ProcessScene(toscreen);
|
||
if (mainview) EndDrawScene(retval); // do not call this for camera textures.
|
||
eye->TearDown();
|
||
}
|
||
stereo3dMode.TearDown();
|
||
|
||
gl_frameCount++; // This counter must be increased right before the interpolations are restored.
|
||
interpolator.RestoreInterpolations ();
|
||
return retval;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// renders the view
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::RenderView (player_t* player)
|
||
{
|
||
OpenGLFrameBuffer* GLTarget = static_cast<OpenGLFrameBuffer*>(screen);
|
||
AActor *&LastCamera = GLTarget->LastCamera;
|
||
|
||
checkBenchActive();
|
||
if (player->camera != LastCamera)
|
||
{
|
||
// If the camera changed don't interpolate
|
||
// Otherwise there will be some not so nice effects.
|
||
R_ResetViewInterpolation();
|
||
LastCamera=player->camera;
|
||
}
|
||
|
||
gl_RenderState.SetVertexBuffer(mVBO);
|
||
GLRenderer->mVBO->Reset();
|
||
|
||
// reset statistics counters
|
||
ResetProfilingData();
|
||
|
||
// Get this before everything else
|
||
if (cl_capfps || r_NoInterpolate) r_TicFracF = 1.;
|
||
else r_TicFracF = I_GetTimeFrac (&r_FrameTime);
|
||
gl_frameMS = I_MSTime();
|
||
|
||
P_FindParticleSubsectors ();
|
||
|
||
if (gl.lightmethod != LM_SOFTWARE) GLRenderer->mLights->Clear();
|
||
|
||
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
|
||
bool saved_niv = NoInterpolateView;
|
||
NoInterpolateView = false;
|
||
// prepare all camera textures that have been used in the last frame
|
||
FCanvasTextureInfo::UpdateAll();
|
||
NoInterpolateView = saved_niv;
|
||
|
||
|
||
// I stopped using BaseRatioSizes here because the information there wasn't well presented.
|
||
// 4:3 16:9 16:10 17:10 5:4
|
||
static float ratios[]={1.333333f, 1.777777f, 1.6f, 1.7f, 1.25f, 1.7f, 2.333333f};
|
||
|
||
// now render the main view
|
||
float fovratio;
|
||
float ratio = ratios[WidescreenRatio];
|
||
if (! Is54Aspect(WidescreenRatio))
|
||
{
|
||
fovratio = 1.333333f;
|
||
}
|
||
else
|
||
{
|
||
fovratio = ratio;
|
||
}
|
||
|
||
SetFixedColormap (player);
|
||
|
||
// Check if there's some lights. If not some code can be skipped.
|
||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||
GLRenderer->mLightCount = ((it.Next()) != NULL);
|
||
|
||
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView * 360.0f / FINEANGLES, ratio, fovratio, true, true);
|
||
|
||
All.Unclock();
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Render the view to a savegame picture
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int height)
|
||
{
|
||
GL_IRECT bounds;
|
||
|
||
bounds.left=0;
|
||
bounds.top=0;
|
||
bounds.width=width;
|
||
bounds.height=height;
|
||
glFlush();
|
||
SetFixedColormap(player);
|
||
gl_RenderState.SetVertexBuffer(mVBO);
|
||
GLRenderer->mVBO->Reset();
|
||
if (gl.lightmethod != LM_SOFTWARE) GLRenderer->mLights->Clear();
|
||
|
||
// Check if there's some lights. If not some code can be skipped.
|
||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||
GLRenderer->mLightCount = ((it.Next()) != NULL);
|
||
|
||
sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
|
||
FieldOfView * 360.0f / FINEANGLES, 1.6f, 1.6f, true, false);
|
||
glDisable(GL_STENCIL_TEST);
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
gl_RenderState.SetSoftLightLevel(-1);
|
||
screen->Begin2D(false);
|
||
DrawBlend(viewsector);
|
||
glFlush();
|
||
|
||
byte * scr = (byte *)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);
|
||
M_Free(scr);
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
struct FGLInterface : public FRenderer
|
||
{
|
||
bool UsesColormap() const;
|
||
void PrecacheTexture(FTexture *tex, int cache);
|
||
void RenderView(player_t *player);
|
||
void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
||
void StateChanged(AActor *actor);
|
||
void StartSerialize(FArchive &arc);
|
||
void EndSerialize(FArchive &arc);
|
||
void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, int fov);
|
||
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back);
|
||
void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog);
|
||
void PreprocessLevel();
|
||
void CleanLevelData();
|
||
bool RequireGLNodes();
|
||
|
||
int GetMaxViewPitch(bool down);
|
||
void ClearBuffer(int color);
|
||
void Init();
|
||
};
|
||
|
||
//===========================================================================
|
||
//
|
||
// The GL renderer has no use for colormaps so let's
|
||
// not create them and save us some time.
|
||
//
|
||
//===========================================================================
|
||
|
||
bool FGLInterface::UsesColormap() const
|
||
{
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// DFrameBuffer :: PrecacheTexture
|
||
//
|
||
//==========================================================================
|
||
|
||
void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
|
||
{
|
||
if (tex != NULL)
|
||
{
|
||
if (cache)
|
||
{
|
||
tex->PrecacheGL(cache);
|
||
}
|
||
else
|
||
{
|
||
tex->UncacheGL();
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// DFrameBuffer :: StateChanged
|
||
//
|
||
//==========================================================================
|
||
|
||
void FGLInterface::StateChanged(AActor *actor)
|
||
{
|
||
gl_SetActorLights(actor);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// notify the renderer that serialization of the curent level is about to start/end
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::StartSerialize(FArchive &arc)
|
||
{
|
||
gl_DeleteAllAttachedLights();
|
||
}
|
||
|
||
void gl_SerializeGlobals(FArchive &arc)
|
||
{
|
||
arc << fogdensity << outsidefogdensity << skyfog;
|
||
}
|
||
|
||
void FGLInterface::EndSerialize(FArchive &arc)
|
||
{
|
||
gl_RecreateAllAttachedLights();
|
||
if (arc.IsLoading()) gl_InitPortals();
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Get max. view angle (renderer specific information so it goes here now)
|
||
//
|
||
//===========================================================================
|
||
|
||
EXTERN_CVAR(Float, maxviewpitch)
|
||
|
||
int FGLInterface::GetMaxViewPitch(bool down)
|
||
{
|
||
return int(maxviewpitch);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::ClearBuffer(int color)
|
||
{
|
||
PalEntry pe = GPalette.BaseColors[color];
|
||
glClearColor(pe.r/255.f, pe.g/255.f, pe.b/255.f, 1.f);
|
||
glClear(GL_COLOR_BUFFER_BIT);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Render the view to a savegame picture
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::WriteSavePic (player_t *player, FILE *file, int width, int height)
|
||
{
|
||
GLRenderer->WriteSavePic(player, file, width, height);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::RenderView(player_t *player)
|
||
{
|
||
GLRenderer->RenderView(player);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::Init()
|
||
{
|
||
gl_ParseDefs();
|
||
gl_InitData();
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Camera texture rendering
|
||
//
|
||
//===========================================================================
|
||
CVAR(Bool, gl_usefb, false , CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||
extern TexFilter_s TexFilter[];
|
||
|
||
void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, int FOV)
|
||
{
|
||
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
|
||
|
||
int width = gltex->TextureWidth();
|
||
int height = gltex->TextureHeight();
|
||
|
||
gl_fixedcolormap=CM_DEFAULT;
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
|
||
bool usefb = gl_usefb || width > screen->GetWidth() || height > screen->GetHeight();
|
||
if (!usefb)
|
||
{
|
||
glFlush();
|
||
}
|
||
else
|
||
{
|
||
#if defined(_WIN32) && (defined(_MSC_VER) || defined(__INTEL_COMPILER))
|
||
__try
|
||
#endif
|
||
{
|
||
GLRenderer->StartOffscreen();
|
||
gltex->BindToFrameBuffer();
|
||
}
|
||
#if defined(_WIN32) && (defined(_MSC_VER) || defined(__INTEL_COMPILER))
|
||
__except(1)
|
||
{
|
||
usefb = false;
|
||
gl_usefb = false;
|
||
GLRenderer->EndOffscreen();
|
||
glFlush();
|
||
}
|
||
#endif
|
||
}
|
||
|
||
GL_IRECT bounds;
|
||
bounds.left=bounds.top=0;
|
||
bounds.width=FHardwareTexture::GetTexDimension(gltex->GetWidth());
|
||
bounds.height=FHardwareTexture::GetTexDimension(gltex->GetHeight());
|
||
|
||
GLRenderer->RenderViewpoint(Viewpoint, &bounds, FOV, (float)width/height, (float)width/height, false, false);
|
||
|
||
if (!usefb)
|
||
{
|
||
glFlush();
|
||
gl_RenderState.SetMaterial(gltex, 0, 0, -1, false);
|
||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height);
|
||
}
|
||
else
|
||
{
|
||
GLRenderer->EndOffscreen();
|
||
}
|
||
|
||
tex->SetUpdated();
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
sector_t *FGLInterface::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back)
|
||
{
|
||
if (floorlightlevel != NULL)
|
||
{
|
||
*floorlightlevel = sec->GetFloorLight ();
|
||
}
|
||
if (ceilinglightlevel != NULL)
|
||
{
|
||
*ceilinglightlevel = sec->GetCeilingLight ();
|
||
}
|
||
return gl_FakeFlat(sec, tempsec, back);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog)
|
||
{
|
||
gl_SetFogParams(_fogdensity, _outsidefogcolor, _outsidefogdensity, _skyfog);
|
||
}
|
||
|
||
void FGLInterface::PreprocessLevel()
|
||
{
|
||
gl_PreprocessLevel();
|
||
}
|
||
|
||
void FGLInterface::CleanLevelData()
|
||
{
|
||
gl_CleanLevelData();
|
||
}
|
||
|
||
bool FGLInterface::RequireGLNodes()
|
||
{
|
||
return true;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
FRenderer *gl_CreateInterface()
|
||
{
|
||
return new FGLInterface;
|
||
}
|
||
|
||
|