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https://github.com/ZDoom/gzdoom.git
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- Fix playersprite offset being wrong in softpoly
- Remove DFrameBuffer::GetCanvas as it always returned null
This commit is contained in:
parent
4a730f6dd5
commit
c4768441b4
7 changed files with 24 additions and 16 deletions
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@ -89,7 +89,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
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Threads.MainThread()->FlushDrawQueue();
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DrawerThreads::WaitForWorkers();
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RenderTarget = screen->GetCanvas();
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RenderTarget = nullptr;
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RenderToCanvas = false;
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R_ExecuteSetViewSize(Viewpoint, Viewwindow);
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float trueratio;
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@ -218,6 +218,11 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget;
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// Force it to use software rendering.
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// To do: Fix that Draw2D() is never called by SWSceneDrawer::RenderView. Make sure to adjust the similar comment in r_playersprite.cpp
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bool renderToCanvas = true;
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//bool renderToCanvas = PolyRenderer::Instance()->RenderToCanvas;
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sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
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picnum = sprframe->Texture[0];
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@ -288,16 +293,14 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->GetTopOffsetPo();
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auto screencanvas = screen->GetCanvas();
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if (viewpoint.camera->player && (renderTarget != screencanvas ||
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if (viewpoint.camera->player && (renderToCanvas ||
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viewheight == renderTarget->GetHeight() ||
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(renderTarget->GetWidth() > (BASEXCENTER * 2))))
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{ // Adjust PSprite for fullscreen views
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AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (renderTarget != screencanvas || viewheight == renderTarget->GetHeight())
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if (renderToCanvas || viewheight == renderTarget->GetHeight())
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{
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vis.texturemid -= weapon->YAdjust;
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}
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@ -412,7 +415,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && renderTarget == screencanvas)
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if (!noaccel && !renderToCanvas)
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{
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FRenderStyle style = vis.RenderStyle;
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style.CheckFuzz();
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@ -500,7 +503,7 @@ void PolyNoAccelPlayerSprite::Render(PolyRenderThread *thread)
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y1 = centerY - texturemid * yscale;
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y2 = y1 + pic->GetHeight() * yscale;
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}
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args.Draw(thread, x1, x2, y1, y2, 0.0f, 1.0f, 0.0f, 1.0f);
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args.Draw(thread, viewwindowx + x1, viewwindowx + x2, viewwindowy + y1, viewwindowy + y2, 0.0f, 1.0f, 0.0f, 1.0f);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -91,6 +91,7 @@ namespace swrenderer
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{
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auto viewport = MainThread()->Viewport.get();
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viewport->RenderTarget = target;
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viewport->RenderingToCanvas = false;
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int width = SCREENWIDTH;
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int height = SCREENHEIGHT;
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@ -339,6 +340,7 @@ namespace swrenderer
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viewwidth = width;
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viewport->RenderTarget = canvas;
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viewport->RenderingToCanvas = true;
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R_SetWindow(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, 12, width, height, height, true);
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viewwindowx = x;
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@ -351,7 +353,8 @@ namespace swrenderer
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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viewport->RenderTarget = screen->GetCanvas();
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viewport->RenderTarget = nullptr;
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viewport->RenderingToCanvas = false;
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R_ExecuteSetViewSize(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow);
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float trueratio;
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@ -289,15 +289,19 @@ namespace swrenderer
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vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->GetTopOffset(0);
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auto screencanvas = screen->GetCanvas();
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if (Thread->Viewport->viewpoint.camera->player && (viewport->RenderTarget != screencanvas ||
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// Force it to use software rendering.
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// To do: Fix that Draw2D() is never called by SWSceneDrawer::RenderView. Also make sure to adjust the similar comment in poly_playersprite.cpp
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bool renderToCanvas = true;
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//bool renderToCanvas = viewport->RenderingToCanvas;
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if (Thread->Viewport->viewpoint.camera->player && (renderToCanvas ||
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viewheight == viewport->RenderTarget->GetHeight() ||
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(viewport->RenderTarget->GetWidth() > (BASEXCENTER * 2))))
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{ // Adjust PSprite for fullscreen views
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AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (viewport->RenderTarget != screencanvas || viewheight == viewport->RenderTarget->GetHeight())
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if (renderToCanvas || viewheight == viewport->RenderTarget->GetHeight())
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{
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vis.texturemid -= weapon->YAdjust;
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}
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@ -414,7 +418,7 @@ namespace swrenderer
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && viewport->RenderTarget == screencanvas)
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if (!noaccel && !renderToCanvas)
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{
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FRenderStyle style = vis.RenderStyle;
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style.CheckFuzz();
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@ -74,7 +74,7 @@ namespace swrenderer
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{
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int virtheight, virtwidth, virtwidth2, virtheight2;
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if (!RenderingToCanvas())
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if (!RenderingToCanvas)
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{ // Set r_viewsize cvar to reflect the current view size
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UCVarValue value;
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char temp[16];
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@ -27,6 +27,7 @@ namespace swrenderer
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TriMatrix WorldToClip;
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DCanvas *RenderTarget = nullptr;
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bool RenderingToCanvas = false;
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FViewWindow viewwindow;
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FRenderViewpoint viewpoint;
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@ -52,8 +53,6 @@ namespace swrenderer
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uint8_t *GetDest(int x, int y);
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bool RenderingToCanvas() const { return RenderTarget != screen->GetCanvas(); }
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DVector3 PointWorldToView(const DVector3 &worldPos) const;
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DVector3 PointWorldToScreen(const DVector3 &worldPos) const;
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DVector3 PointViewToScreen(const DVector3 &viewPos) const;
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@ -309,7 +309,6 @@ 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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virtual DCanvas *GetCanvas() { return nullptr; }
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// Make the surface visible.
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virtual void Update () = 0;
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