From e7330cfa0321c82ebc5f241ad4f3a08cf2c1da95 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 12 Mar 2017 12:51:26 +0100 Subject: [PATCH] - all main functions in gl_scene.cpp now belong to the new GLSceneDrawer class. --- src/gl/renderer/gl_renderer.h | 8 --- src/gl/scene/gl_scene.cpp | 98 +++++++++++++++++------------------ src/gl/scene/gl_scenedrawer.h | 8 +++ 3 files changed, 57 insertions(+), 57 deletions(-) diff --git a/src/gl/renderer/gl_renderer.h b/src/gl/renderer/gl_renderer.h index 4406b2d99e..0619da0c65 100644 --- a/src/gl/renderer/gl_renderer.h +++ b/src/gl/renderer/gl_renderer.h @@ -158,13 +158,8 @@ public: int ScreenToWindowX(int x); int ScreenToWindowY(int y); - void Reset3DViewport(); - sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen); - void RenderView(player_t *player); - void Initialize(int width, int height); - void DrawBlend(sector_t * viewsector); void DrawPSprite (player_t * player,DPSprite *psp,float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture); void DrawPlayerSprites(sector_t * viewsector, bool hudModelStep); @@ -182,9 +177,6 @@ public: void SetupLevel(); void RenderScreenQuad(); - void SetFixedColormap (player_t *player); - void WriteSavePic (player_t *player, FileWriter *file, int width, int height); - void EndDrawScene(sector_t * viewsector); void PostProcessScene(); void AmbientOccludeScene(); void UpdateCameraExposure(); diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 0b704ad795..48dac4391e 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -144,9 +144,9 @@ void GLSceneDrawer::SetViewArea() // //----------------------------------------------------------------------------- -void FGLRenderer::Reset3DViewport() +void GLSceneDrawer::Reset3DViewport() { - glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); + glViewport(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.top, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height); } //----------------------------------------------------------------------------- @@ -536,7 +536,7 @@ void gl_FillScreen() // Draws a blend over the entire view // //========================================================================== -void FGLRenderer::DrawBlend(sector_t * viewsector) +void GLSceneDrawer::DrawBlend(sector_t * viewsector) { float blend[4]={0,0,0,0}; PalEntry blendv=0; @@ -597,7 +597,7 @@ void FGLRenderer::DrawBlend(sector_t * viewsector) if (blendv.a == 255) { // The calculated average is too dark so brighten it according to the palettes's overall brightness - int maxcol = MAX(MAX(framebuffer->palette_brightness, blendv.r), MAX(blendv.g, blendv.b)); + int maxcol = MAX(MAX(GLRenderer->framebuffer->palette_brightness, blendv.r), MAX(blendv.g, blendv.b)); blendv.r = blendv.r * 255 / maxcol; blendv.g = blendv.g * 255 / maxcol; blendv.b = blendv.b * 255 / maxcol; @@ -668,7 +668,7 @@ void FGLRenderer::DrawBlend(sector_t * viewsector) //----------------------------------------------------------------------------- -void FGLRenderer::EndDrawScene(sector_t * viewsector) +void GLSceneDrawer::EndDrawScene(sector_t * viewsector) { gl_RenderState.EnableFog(false); @@ -680,19 +680,19 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector) { // [BB] The HUD model should be drawn over everything else already drawn. glClear(GL_DEPTH_BUFFER_BIT); - DrawPlayerSprites (viewsector, true); + GLRenderer->DrawPlayerSprites (viewsector, true); } glDisable(GL_STENCIL_TEST); - framebuffer->Begin2D(false); + GLRenderer->framebuffer->Begin2D(false); Reset3DViewport(); // [BB] Only draw the sprites if we didn't render a HUD model before. if ( renderHUDModel == false ) { - DrawPlayerSprites (viewsector, false); + GLRenderer->DrawPlayerSprites (viewsector, false); } if (gl.legacyMode) { @@ -701,7 +701,7 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector) gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); - DrawTargeterSprites(); + GLRenderer->DrawTargeterSprites(); if (!FGLRenderBuffers::IsEnabled()) { DrawBlend(viewsector); @@ -741,7 +741,7 @@ void GLSceneDrawer::ProcessScene(bool toscreen) // //----------------------------------------------------------------------------- -void FGLRenderer::SetFixedColormap (player_t *player) +void GLSceneDrawer::SetFixedColormap (player_t *player) { gl_fixedcolormap=CM_DEFAULT; @@ -787,16 +787,14 @@ void FGLRenderer::SetFixedColormap (player_t *player) // //----------------------------------------------------------------------------- -sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen) +sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen) { - GLSceneDrawer drawer; - sector_t * lviewsector; - mSceneClearColor[0] = 0.0f; - mSceneClearColor[1] = 0.0f; - mSceneClearColor[2] = 0.0f; + GLRenderer->mSceneClearColor[0] = 0.0f; + GLRenderer->mSceneClearColor[1] = 0.0f; + GLRenderer->mSceneClearColor[2] = 0.0f; R_SetupFrame (r_viewpoint, r_viewwindow, camera); - drawer.SetViewArea(); + 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 = r_viewpoint.Angles.Pitch.Normalized180().Radians(); @@ -804,23 +802,23 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo double angy = sin(radPitch) * glset.pixelstretch; double alen = sqrt(angx*angx + angy*angy); - mAngles.Pitch = (float)RAD2DEG(asin(angy / alen)); - mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees; + GLRenderer->mAngles.Pitch = (float)RAD2DEG(asin(angy / alen)); + GLRenderer->mAngles.Roll.Degrees = r_viewpoint.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; + GLRenderer->mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f; + GLRenderer->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; + GLRenderer->mViewActor=NULL; } else { - mViewActor=camera; + GLRenderer->mViewActor=camera; } // 'viewsector' will not survive the rendering so it cannot be used anymore below. @@ -834,42 +832,42 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo { const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix); eye->SetUp(); - SetOutputViewport(bounds); - drawer.Set3DViewport(mainview); - mDrawingScene2D = true; - mCurrentFoV = fov; + GLRenderer->SetOutputViewport(bounds); + Set3DViewport(mainview); + GLRenderer->mDrawingScene2D = true; + GLRenderer->mCurrentFoV = fov; // Stereo mode specific perspective projection - drawer.SetProjection( eye->GetProjection(fov, ratio, fovratio) ); + SetProjection( eye->GetProjection(fov, ratio, fovratio) ); // SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper - drawer.SetViewAngle(r_viewpoint.Angles.Yaw); + SetViewAngle(r_viewpoint.Angles.Yaw); // Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift); s3d::ScopedViewShifter viewShifter(viewShift); - drawer.SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false); + SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false); gl_RenderState.ApplyMatrices(); - drawer.ProcessScene(toscreen); + ProcessScene(toscreen); if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. if (mainview && FGLRenderBuffers::IsEnabled()) { - PostProcessScene(); + GLRenderer->PostProcessScene(); // This should be done after postprocessing, not before. - mBuffers->BindCurrentFB(); - glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); + GLRenderer->mBuffers->BindCurrentFB(); + glViewport(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.top, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height); if (!toscreen) { gl_RenderState.mViewMatrix.loadIdentity(); - gl_RenderState.mProjectionMatrix.ortho(mScreenViewport.left, mScreenViewport.width, mScreenViewport.height, mScreenViewport.top, -1.0f, 1.0f); + gl_RenderState.mProjectionMatrix.ortho(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mScreenViewport.top, -1.0f, 1.0f); gl_RenderState.ApplyMatrices(); } DrawBlend(lviewsector); } - mDrawingScene2D = false; + GLRenderer->mDrawingScene2D = false; if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled()) - mBuffers->BlitToEyeTexture(eye_ix); + GLRenderer->mBuffers->BlitToEyeTexture(eye_ix); eye->TearDown(); } stereo3dMode.TearDown(); @@ -885,12 +883,12 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo // //----------------------------------------------------------------------------- -void FGLRenderer::RenderView (player_t* player) +void GLSceneDrawer::RenderView (player_t* player) { checkBenchActive(); - gl_RenderState.SetVertexBuffer(mVBO); + gl_RenderState.SetVertexBuffer(GLRenderer->mVBO); GLRenderer->mVBO->Reset(); // reset statistics counters @@ -943,7 +941,7 @@ void FGLRenderer::RenderView (player_t* player) // //=========================================================================== -void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height) +void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height) { GL_IRECT bounds; @@ -953,7 +951,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i bounds.height=height; glFlush(); SetFixedColormap(player); - gl_RenderState.SetVertexBuffer(mVBO); + gl_RenderState.SetVertexBuffer(GLRenderer->mVBO); GLRenderer->mVBO->Reset(); if (!gl.legacyMode) GLRenderer->mLights->Clear(); @@ -961,7 +959,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i TThinkerIterator it(STAT_DLIGHT); GLRenderer->mLightCount = ((it.Next()) != NULL); - sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds, + sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false); glDisable(GL_STENCIL_TEST); gl_RenderState.SetFixedColormap(CM_DEFAULT); @@ -971,7 +969,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i { DrawBlend(viewsector); } - CopyToBackbuffer(&bounds, false); + GLRenderer->CopyToBackbuffer(&bounds, false); glFlush(); uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3); @@ -1104,7 +1102,8 @@ void FGLInterface::SetClearColor(int color) void FGLInterface::WriteSavePic (player_t *player, FileWriter *file, int width, int height) { - GLRenderer->WriteSavePic(player, file, width, height); + GLSceneDrawer drawer; + drawer.WriteSavePic(player, file, width, height); } //=========================================================================== @@ -1115,7 +1114,8 @@ void FGLInterface::WriteSavePic (player_t *player, FileWriter *file, int width, void FGLInterface::RenderView(player_t *player) { - GLRenderer->RenderView(player); + GLSceneDrawer drawer; + drawer.RenderView(player); } //=========================================================================== @@ -1145,9 +1145,6 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, in int width = gltex->TextureWidth(); int height = gltex->TextureHeight(); - gl_fixedcolormap=CM_DEFAULT; - gl_RenderState.SetFixedColormap(CM_DEFAULT); - if (gl.legacyMode) { // In legacy mode, fail if the requested texture is too large. @@ -1165,7 +1162,10 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, in 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); + GLSceneDrawer drawer; + gl_fixedcolormap = CM_DEFAULT; + gl_RenderState.SetFixedColormap(CM_DEFAULT); + drawer.RenderViewpoint(Viewpoint, &bounds, FOV, (float)width/height, (float)width/height, false, false); if (gl.legacyMode) { diff --git a/src/gl/scene/gl_scenedrawer.h b/src/gl/scene/gl_scenedrawer.h index 375a8bdc18..fda91e6866 100644 --- a/src/gl/scene/gl_scenedrawer.h +++ b/src/gl/scene/gl_scenedrawer.h @@ -45,8 +45,16 @@ public: void SetViewAngle(DAngle viewangle); void SetProjection(VSMatrix matrix); void Set3DViewport(bool mainview); + void Reset3DViewport(); + void SetFixedColormap(player_t *player); void DrawScene(int drawmode); void ProcessScene(bool toscreen = false); + void DrawBlend(sector_t * viewsector); + void EndDrawScene(sector_t * viewsector); + + sector_t *RenderViewpoint(AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen); + void RenderView(player_t *player); + void WriteSavePic(player_t *player, FileWriter *file, int width, int height); void InitClipper(angle_t a1, angle_t a2) {