mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 23:33:00 +00:00
Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport
This commit is contained in:
parent
353a464f5b
commit
c817979eae
9 changed files with 163 additions and 138 deletions
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@ -155,14 +155,10 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
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color.a = (BYTE)(parms.Alpha * 255);
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// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
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int btm = (SCREENHEIGHT - screen->GetHeight()) / 2;
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btm = SCREENHEIGHT - btm;
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int space = (static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight() - screen->GetHeight()) / 2;
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dg.mScissor[0] = parms.lclip;
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dg.mScissor[1] = btm - parms.dclip + space;
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dg.mScissor[2] = parms.rclip - parms.lclip;
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dg.mScissor[3] = parms.dclip - parms.uclip;
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dg.mScissor[0] = GLRenderer->ScreenToWindowX(parms.lclip);
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dg.mScissor[1] = GLRenderer->ScreenToWindowY(parms.dclip);
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dg.mScissor[2] = GLRenderer->ScreenToWindowX(parms.rclip) - GLRenderer->ScreenToWindowX(parms.lclip);
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dg.mScissor[3] = GLRenderer->ScreenToWindowY(parms.dclip) - GLRenderer->ScreenToWindowY(parms.uclip);
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FSimpleVertex *ptr = &mVertices[dg.mVertIndex];
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ptr->Set(x, y, 0, u1, v1, color); ptr++;
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@ -438,7 +434,8 @@ void F2DDrawer::Flush()
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glDrawArrays(GL_TRIANGLE_STRIP, dt->mVertIndex + 4, 4);
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}
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glScissor(0, 0, screen->GetWidth(), screen->GetHeight());
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const auto &viewport = GLRenderer->mScreenViewport;
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glScissor(viewport.left, viewport.top, viewport.width, viewport.height);
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glDisable(GL_SCISSOR_TEST);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -182,7 +182,7 @@ void FGLRenderer::BloomScene()
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// Add bloom back to scene texture:
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mBuffers->BindCurrentFB();
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glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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@ -243,7 +243,7 @@ void FGLRenderer::LensDistortScene()
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0.0f
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};
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float aspect = mOutputViewport.width / mOutputViewport.height;
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float aspect = mSceneViewport.width / mSceneViewport.height;
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// Scale factor to keep sampling within the input texture
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float r2 = aspect * aspect * 0.25 + 0.25f;
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@ -283,60 +283,21 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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if (FGLRenderBuffers::IsEnabled())
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{
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FGLPostProcessState savedState;
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mBuffers->BindOutputFB();
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int x, y, width, height;
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GL_IRECT box;
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if (bounds)
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{
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x = bounds->left;
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y = bounds->top;
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width = bounds->width;
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height = bounds->height;
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box = *bounds;
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}
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else
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{
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// Calculate letterbox
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int clientWidth = framebuffer->GetClientWidth();
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int clientHeight = framebuffer->GetClientHeight();
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float scaleX = clientWidth / (float)mScreenViewport.width;
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float scaleY = clientHeight / (float)mScreenViewport.height;
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float scale = MIN(scaleX, scaleY);
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width = (int)round(mScreenViewport.width * scale);
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height = (int)round(mScreenViewport.height * scale);
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x = (clientWidth - width) / 2;
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y = (clientHeight - height) / 2;
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// Black bars around the box:
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glViewport(0, 0, clientWidth, clientHeight);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_SCISSOR_TEST);
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if (y > 0)
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{
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glScissor(0, 0, clientWidth, y);
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glClear(GL_COLOR_BUFFER_BIT);
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ClearBorders();
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box = mOutputLetterbox;
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}
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if (clientHeight - y - height > 0)
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{
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glScissor(0, y + height, clientWidth, clientHeight - y - height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (x > 0)
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{
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glScissor(0, y, x, height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientWidth - x - width > 0)
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{
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glScissor(x + width, y, clientWidth - x - width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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glDisable(GL_SCISSOR_TEST);
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// Present what was rendered:
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glViewport(x, y, width, height);
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glDisable(GL_BLEND);
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glViewport(box.left, box.top, box.width, box.height);
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mPresentShader->Bind();
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mPresentShader->InputTexture.Set(0);
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@ -358,4 +319,48 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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RenderScreenQuad();
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}
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else if (!bounds)
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{
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FGLPostProcessState savedState;
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ClearBorders();
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Fills the black bars around the screen letterbox
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ClearBorders()
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{
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const auto &box = mOutputLetterbox;
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int clientWidth = framebuffer->GetClientWidth();
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int clientHeight = framebuffer->GetClientHeight();
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glViewport(0, 0, clientWidth, clientHeight);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_SCISSOR_TEST);
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if (box.top > 0)
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{
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glScissor(0, 0, clientWidth, box.top);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientHeight - box.top - box.height > 0)
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{
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glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (box.left > 0)
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{
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glScissor(0, box.top, box.left, box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientWidth - box.left - box.width > 0)
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{
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glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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@ -79,6 +79,8 @@
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EXTERN_CVAR(Int, screenblocks)
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CVAR(Bool, gl_scale_viewport, true, 0);
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//===========================================================================
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//
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// Renderer interface
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@ -190,16 +192,14 @@ void FGLRenderer::SetOutputViewport(GL_IRECT *bounds)
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{
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if (bounds)
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{
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mOutputViewport = *bounds;
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mOutputViewportLB = *bounds;
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mSceneViewport = *bounds;
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mScreenViewport = *bounds;
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mOutputLetterbox = *bounds;
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return;
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}
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int height, width;
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// Special handling so the view with a visible status bar displays properly
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int height, width;
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if (screenblocks >= 10)
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{
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height = framebuffer->GetHeight();
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@ -211,29 +211,64 @@ void FGLRenderer::SetOutputViewport(GL_IRECT *bounds)
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width = (screenblocks*framebuffer->GetWidth() / 10);
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}
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int trueheight = framebuffer->GetTrueHeight(); // ugh...
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int bars = (trueheight - framebuffer->GetHeight()) / 2;
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int vw = viewwidth;
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int vh = viewheight;
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// Back buffer letterbox for the final output
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int clientWidth = framebuffer->GetClientWidth();
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int clientHeight = framebuffer->GetClientHeight();
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int screenWidth = framebuffer->GetWidth();
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int screenHeight = framebuffer->GetHeight();
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float scale = MIN(clientWidth / (float)screenWidth, clientHeight / (float)screenHeight);
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mOutputLetterbox.width = (int)round(screenWidth * scale);
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mOutputLetterbox.height = (int)round(screenHeight * scale);
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mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2;
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mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2;
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// The entire renderable area, including the 2D HUD
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mScreenViewport.left = 0;
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mScreenViewport.top = 0;
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mScreenViewport.width = framebuffer->GetWidth();
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mScreenViewport.height = framebuffer->GetHeight();
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mScreenViewport.width = screenWidth;
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mScreenViewport.height = screenHeight;
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// Letterboxed viewport for the main scene
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mOutputViewportLB.left = viewwindowx;
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mOutputViewportLB.top = trueheight - bars - (height + viewwindowy - ((height - vh) / 2));
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mOutputViewportLB.width = vw;
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mOutputViewportLB.height = height;
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// Viewport for the 3D scene
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mSceneViewport.left = viewwindowx;
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mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2));
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mSceneViewport.width = viewwidth;
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mSceneViewport.height = height;
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// Entire canvas for player sprites
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mOutputViewport.left = 0;
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mOutputViewport.top = (trueheight - framebuffer->GetHeight()) / 2;
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mOutputViewport.width = framebuffer->GetWidth();
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mOutputViewport.height = framebuffer->GetHeight();
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// Scale viewports to fit letterbox
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if (gl_scale_viewport || !FGLRenderBuffers::IsEnabled())
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{
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mScreenViewport.width = mOutputLetterbox.width;
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mScreenViewport.height = mOutputLetterbox.height;
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mSceneViewport.left = (int)round(mSceneViewport.left * scale);
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mSceneViewport.top = (int)round(mSceneViewport.top * scale);
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mSceneViewport.width = (int)round(mSceneViewport.width * scale);
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mSceneViewport.height = (int)round(mSceneViewport.height * scale);
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// Without render buffers we have to render directly to the letterbox
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if (!FGLRenderBuffers::IsEnabled())
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{
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mScreenViewport.left += mOutputLetterbox.left;
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mScreenViewport.top += mOutputLetterbox.top;
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mSceneViewport.left += mOutputLetterbox.left;
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mSceneViewport.top += mOutputLetterbox.top;
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}
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}
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}
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//===========================================================================
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//
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// Calculates the OpenGL window coordinates for a zdoom screen position
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//
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//===========================================================================
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int FGLRenderer::ScreenToWindowX(int x)
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{
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return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)framebuffer->GetWidth());
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}
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int FGLRenderer::ScreenToWindowY(int y)
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{
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return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)framebuffer->GetHeight());
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}
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//===========================================================================
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@ -258,6 +293,7 @@ void FGLRenderer::Begin2D()
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mBuffers->BindCurrentFB();
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}
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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gl_RenderState.EnableFog(false);
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gl_RenderState.Set2DMode(true);
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@ -363,32 +399,3 @@ unsigned char *FGLRenderer::GetTextureBuffer(FTexture *tex, int &w, int &h)
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}
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return NULL;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FGLRenderer::ClearBorders()
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{
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OpenGLFrameBuffer *glscreen = static_cast<OpenGLFrameBuffer*>(screen);
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// Letterbox time! Draw black top and bottom borders.
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int width = glscreen->GetWidth();
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int height = glscreen->GetHeight();
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int trueHeight = glscreen->GetTrueHeight();
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int borderHeight = (trueHeight - height) / 2;
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glViewport(0, 0, width, trueHeight);
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glClearColor(0, 0, 0, 1);
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glEnable(GL_SCISSOR_TEST);
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glScissor(0, 0, width, borderHeight);
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(0, trueHeight-borderHeight, width, borderHeight);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_SCISSOR_TEST);
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glViewport(0, (trueHeight - height) / 2, width, height);
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}
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@ -111,17 +111,20 @@ public:
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F2DDrawer *m2DDrawer;
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GL_IRECT mScreenViewport;
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GL_IRECT mOutputViewportLB;
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GL_IRECT mOutputViewport;
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GL_IRECT mSceneViewport;
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GL_IRECT mOutputLetterbox;
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bool mDrawingScene2D = false;
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float mCameraExposure = 1.0f;
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FGLRenderer(OpenGLFrameBuffer *fb);
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~FGLRenderer() ;
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void SetOutputViewport(GL_IRECT *bounds);
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int ScreenToWindowX(int x);
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int ScreenToWindowY(int y);
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angle_t FrustumAngle();
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void SetViewArea();
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void SetOutputViewport(GL_IRECT *bounds);
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void Set3DViewport(bool mainview);
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void Reset3DViewport();
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sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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@ -157,7 +157,7 @@ void FGLRenderer::SetViewArea()
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void FGLRenderer::Reset3DViewport()
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{
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glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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}
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//-----------------------------------------------------------------------------
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@ -170,11 +170,11 @@ void FGLRenderer::Set3DViewport(bool mainview)
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{
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if (mainview && FGLRenderBuffers::IsEnabled())
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{
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mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
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mBuffers->Setup(mScreenViewport.width, mScreenViewport.height);
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mBuffers->BindSceneFB();
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}
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const auto &bounds = mOutputViewportLB;
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const auto &bounds = mSceneViewport;
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glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
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@ -160,10 +160,6 @@ void OpenGLFrameBuffer::InitializeState()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//int trueH = GetTrueHeight();
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//int h = GetHeight();
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//glViewport(0, (trueH - h)/2, GetWidth(), GetHeight());
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GLRenderer->Initialize(GetWidth(), GetHeight());
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GLRenderer->SetOutputViewport(nullptr);
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Begin2D(false);
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@ -191,13 +187,6 @@ void OpenGLFrameBuffer::Update()
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DrawRateStuff();
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GLRenderer->Flush();
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if (GetTrueHeight() != GetHeight())
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{
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if (GLRenderer != NULL)
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GLRenderer->ClearBorders();
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Begin2D(false);
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}
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if (gl_draw_sync || !swapped)
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{
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Swap();
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@ -484,15 +473,41 @@ void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int
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void OpenGLFrameBuffer::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type)
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{
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const auto &viewport = GLRenderer->mScreenViewport;
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// Grab what is in the back buffer.
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// We cannot rely on SCREENWIDTH/HEIGHT here because the output may have been scaled.
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TArray<uint8_t> pixels;
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pixels.Resize(viewport.width * viewport.height);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(viewport.left, viewport.top, viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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// Copy to screenshot buffer:
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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ReleaseScreenshotBuffer();
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ScreenshotBuffer = new BYTE[w * h * 3];
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0,(GetTrueHeight() - GetHeight()) / 2,w,h,GL_RGB,GL_UNSIGNED_BYTE,ScreenshotBuffer);
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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float rcpWidth = 1.0f / viewport.width;
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float rcpHeight = 1.0f / viewport.height;
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for (int y = 0; y < h; y++)
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{
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for (int x = 0; x < w; x++)
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{
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float u = (x + 0.5f) * rcpWidth;
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float v = (y + 0.5f) * rcpHeight;
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int sx = u * viewport.width;
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int sy = v * viewport.height;
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int sindex = (sx + sy * w) * 3;
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int dindex = (x + y * w) * 3;
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ScreenshotBuffer[dindex] = pixels[sindex];
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ScreenshotBuffer[dindex + 1] = pixels[sindex + 1];
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ScreenshotBuffer[dindex + 2] = pixels[sindex + 2];
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}
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}
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pitch = -w*3;
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color_type = SS_RGB;
|
||||
buffer = ScreenshotBuffer + w * 3 * (h - 1);
|
||||
|
|
|
@ -151,8 +151,9 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
|
|||
return false;
|
||||
}
|
||||
|
||||
wipestartscreen = new FHardwareTexture(Width, Height, true);
|
||||
wipestartscreen->CreateTexture(NULL, Width, Height, 0, false, 0);
|
||||
const auto &viewport = GLRenderer->mScreenViewport;
|
||||
wipestartscreen = new FHardwareTexture(viewport.width, viewport.height, true);
|
||||
wipestartscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0);
|
||||
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
|
||||
GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE, -1);
|
||||
glFinish();
|
||||
|
@ -161,14 +162,14 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
|
|||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->mBuffers->BindCurrentFB();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint readbuffer = 0;
|
||||
glGetIntegerv(GL_READ_BUFFER, &readbuffer);
|
||||
glReadBuffer(GL_FRONT);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
|
||||
glReadBuffer(readbuffer);
|
||||
}
|
||||
|
||||
|
@ -189,8 +190,10 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
|
|||
void OpenGLFrameBuffer::WipeEndScreen()
|
||||
{
|
||||
GLRenderer->m2DDrawer->Flush();
|
||||
wipeendscreen = new FHardwareTexture(Width, Height, true);
|
||||
wipeendscreen->CreateTexture(NULL, Width, Height, 0, false, 0);
|
||||
|
||||
const auto &viewport = GLRenderer->mScreenViewport;
|
||||
wipeendscreen = new FHardwareTexture(viewport.width, viewport.height, true);
|
||||
wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0);
|
||||
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
|
||||
glFinish();
|
||||
wipeendscreen->Bind(0, false, false);
|
||||
|
@ -198,7 +201,7 @@ void OpenGLFrameBuffer::WipeEndScreen()
|
|||
if (FGLRenderBuffers::IsEnabled())
|
||||
GLRenderer->mBuffers->BindCurrentFB();
|
||||
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
|
|
|
@ -65,8 +65,6 @@ public:
|
|||
int GetClientWidth();
|
||||
int GetClientHeight();
|
||||
|
||||
int GetTrueHeight() { return GetHeight(); }
|
||||
|
||||
protected:
|
||||
int m_lock;
|
||||
bool m_isUpdatePending;
|
||||
|
|
|
@ -61,9 +61,6 @@ public:
|
|||
int GetClientWidth();
|
||||
int GetClientHeight();
|
||||
|
||||
//[C]
|
||||
int GetTrueHeight() { return GetHeight();}
|
||||
|
||||
protected:
|
||||
bool CanUpdate();
|
||||
void SetGammaTable(WORD *tbl);
|
||||
|
|
Loading…
Reference in a new issue