gzdoom-gles/src/gl/scene/gl_swscene.cpp
Christoph Oelckers df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00

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C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2018 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_swscene.cpp
** common overlay code for software and hardware renderer
**
*/
#include "gl/system/gl_system.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_debug.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/shaders/gl_shader.h"
#include "gl/renderer/gl_renderstate.h"
#include "v_palette.h"
#include "v_video.h"
#include "gl_swscene.h"
#include "w_wad.h"
#include "d_player.h"
#include "textures/bitmap.h"
#include "swrenderer/scene/r_light.h"
// [RH] Base blending values (for e.g. underwater)
int BaseBlendR, BaseBlendG, BaseBlendB;
float BaseBlendA;
// using FDummyTexture as base because that implements the required software renderer functions.
class FSWPaletteTexture : public FDummyTexture
{
public:
FSWPaletteTexture()
{
Width = 256;
Height = 1;
UseType = ETextureType::MiscPatch;
}
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
memcpy(bmp->GetPixels(), GPalette.BaseColors, 1024);
return 0;
}
};
class FSWSceneTexture : public FDummyTexture
{
public:
FHardwareTexture *hwtex;
FSWSceneTexture(int w, int h, int bits)
{
Width = w;
Height = h;
WidthBits = bits;
UseType = ETextureType::SWCanvas;
hwtex = new FHardwareTexture(true);
new FGLTexture(this, hwtex);
}
// This is just a wrapper around the hardware texture and should never call the bitmap getters - if it does, something is wrong.
};
//==========================================================================
//
// SWSceneDrawer :: CreateResources
//
//==========================================================================
SWSceneDrawer::SWSceneDrawer()
{
PaletteTexture = new FSWPaletteTexture;
}
SWSceneDrawer::~SWSceneDrawer()
{
if (PaletteTexture != nullptr) delete PaletteTexture;
if (FBTexture != nullptr) delete FBTexture;
}
void SWSceneDrawer::RenderView(player_t *player)
{
DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
if (FBTexture == nullptr || FBTexture->hwtex == nullptr || FBTexture->GetWidth() != screen->GetWidth() || FBTexture->GetHeight() != screen->GetHeight() || (V_IsTrueColor() ? 1:0) != FBTexture->WidthBits)
{
// This manually constructs its own material here.
if (FBTexture != nullptr) delete FBTexture;
FBTexture = new FSWSceneTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
FBTexture->hwtex->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
auto mat = FMaterial::ValidateTexture(FBTexture, false);
mat->AddTextureLayer(PaletteTexture);
}
auto buf = FBTexture->hwtex->MapBuffer();
if (!buf) I_FatalError("Unable to map buffer for software rendering");
buffer.SetBuffer(screen->GetWidth(), screen->GetHeight(), screen->GetWidth(), buf);
SWRenderer->RenderView(player, &buffer);
FBTexture->hwtex->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
screen->Begin2D(false);
screen->DrawTexture(FBTexture, 0, 0, DTA_SpecialColormap, map, TAG_DONE);
SWRenderer->DrawRemainingPlayerSprites();
GLRenderer->DrawBlend(r_viewpoint.sector, !!map, V_IsTrueColor(), true);
}