More code from GLSceneDrawer to FDrawInfo

This commit is contained in:
Christoph Oelckers 2018-06-20 11:38:45 +02:00
parent b244fa2c8b
commit 3a80160ca0
3 changed files with 23 additions and 36 deletions

View file

@ -108,6 +108,10 @@ struct FDrawInfo : public HWDrawInfo
void CreateScene();
void RenderScene(int recursion);
void RenderTranslucent();
void DrawScene(int drawmode);
void ProcessScene(bool toscreen = false);
void EndDrawScene(sector_t * viewsector);
void DrawEndScene2D(sector_t * viewsector);
static FDrawInfo *StartDrawInfo(GLSceneDrawer *drawer, FRenderViewpoint &parentvp);
FDrawInfo *EndDrawInfo();

View file

@ -72,17 +72,6 @@ EXTERN_CVAR (Bool, r_deathcamera)
EXTERN_CVAR (Float, r_visibility)
EXTERN_CVAR (Bool, r_drawvoxels)
//-----------------------------------------------------------------------------
//
// resets the 3D viewport
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::Reset3DViewport()
{
glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
}
//-----------------------------------------------------------------------------
//
// sets 3D viewport and initial state
@ -375,11 +364,11 @@ void FDrawInfo::RenderTranslucent()
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::DrawScene(FDrawInfo *di, int drawmode)
void FDrawInfo::DrawScene(int drawmode)
{
static int recursion=0;
static int ssao_portals_available = 0;
const auto &vp = di->Viewpoint;
const auto &vp = Viewpoint;
bool applySSAO = false;
if (drawmode == DM_MAINVIEW)
@ -400,15 +389,15 @@ void GLSceneDrawer::DrawScene(FDrawInfo *di, int drawmode)
if (vp.camera != nullptr)
{
ActorRenderFlags savedflags = vp.camera->renderflags;
di->CreateScene();
CreateScene();
vp.camera->renderflags = savedflags;
}
else
{
di->CreateScene();
CreateScene();
}
di->RenderScene(recursion);
RenderScene(recursion);
if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
{
@ -423,9 +412,9 @@ void GLSceneDrawer::DrawScene(FDrawInfo *di, int drawmode)
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
GLPortal::EndFrame(di);
GLPortal::EndFrame(this);
recursion--;
di->RenderTranslucent();
RenderTranslucent();
}
//-----------------------------------------------------------------------------
@ -435,7 +424,7 @@ void GLSceneDrawer::DrawScene(FDrawInfo *di, int drawmode)
//-----------------------------------------------------------------------------
void GLSceneDrawer::EndDrawScene(FDrawInfo *di, sector_t * viewsector)
void FDrawInfo::EndDrawScene(sector_t * viewsector)
{
gl_RenderState.EnableFog(false);
@ -445,12 +434,11 @@ void GLSceneDrawer::EndDrawScene(FDrawInfo *di, sector_t * viewsector)
{
// [BB] The HUD model should be drawn over everything else already drawn.
glClear(GL_DEPTH_BUFFER_BIT);
di->DrawPlayerSprites(true);
DrawPlayerSprites(true);
}
glDisable(GL_STENCIL_TEST);
Reset3DViewport();
glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
// Restore standard rendering state
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -459,7 +447,7 @@ void GLSceneDrawer::EndDrawScene(FDrawInfo *di, sector_t * viewsector)
glDisable(GL_SCISSOR_TEST);
}
void GLSceneDrawer::DrawEndScene2D(FDrawInfo *di, sector_t * viewsector)
void FDrawInfo::DrawEndScene2D(sector_t * viewsector)
{
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
@ -471,7 +459,7 @@ void GLSceneDrawer::DrawEndScene2D(FDrawInfo *di, sector_t * viewsector)
glDisable(GL_MULTISAMPLE);
di->DrawPlayerSprites(false);
DrawPlayerSprites(false);
gl_RenderState.SetSoftLightLevel(-1);
@ -488,15 +476,15 @@ void GLSceneDrawer::DrawEndScene2D(FDrawInfo *di, sector_t * viewsector)
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::ProcessScene(FDrawInfo *di, bool toscreen)
void FDrawInfo::ProcessScene(bool toscreen)
{
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
GLPortal::BeginScene();
int mapsection = R_PointInSubsector(di->Viewpoint.Pos)->mapsection;
di->CurrentMapSections.Set(mapsection);
int mapsection = R_PointInSubsector(Viewpoint.Pos)->mapsection;
CurrentMapSections.Set(mapsection);
GLRenderer->mCurrentPortal = nullptr;
DrawScene(di, toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
}
@ -540,12 +528,12 @@ sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * ca
SetViewMatrix(vp.HWAngles, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
gl_RenderState.ApplyMatrices();
ProcessScene(di, toscreen);
di->ProcessScene(toscreen);
if (mainview)
{
if (toscreen) EndDrawScene(di, mainvp.sector); // do not call this for camera textures.
GLRenderer->PostProcessScene(cm, [&]() { DrawEndScene2D(di, mainvp.sector); });
if (toscreen) di->EndDrawScene(mainvp.sector); // do not call this for camera textures.
GLRenderer->PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector); });
// This should be done after postprocessing, not before.
GLRenderer->mBuffers->BindCurrentFB();

View file

@ -23,11 +23,6 @@ public:
void SetupView(FRenderViewpoint &vp, float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror);
void SetProjection(VSMatrix matrix);
void Set3DViewport(bool mainview);
void Reset3DViewport();
void DrawScene(FDrawInfo *di, int drawmode);
void ProcessScene(FDrawInfo *di, bool toscreen = false);
void EndDrawScene(FDrawInfo *di, sector_t * viewsector);
void DrawEndScene2D(FDrawInfo *di, sector_t * viewsector);
sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
sector_t *RenderView(player_t *player);