qzdoom/src/gl/scene/gl_scene.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2016 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_scene.cpp
** manages the rendering of the player's view
**
*/
#include "gl/system/gl_system.h"
#include "gi.h"
#include "m_png.h"
#include "m_random.h"
#include "st_stuff.h"
#include "dobject.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_data/r_interpolate.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_effect.h"
#include "sbar.h"
#include "po_man.h"
#include "r_utility.h"
#include "a_hexenglobal.h"
#include "p_local.h"
#include "gl/gl_functions.h"
#include "serializer.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/models/gl_models.h"
#include "gl/scene/gl_clipper.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/stereo3d/scoped_view_shifter.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_material.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_convert.h"
#include "gl/utility/gl_templates.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_texture, true, 0)
CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
EXTERN_CVAR (Bool, cl_capfps)
EXTERN_CVAR (Bool, r_deathcamera)
extern int viewpitch;
extern bool NoInterpolateView;
extern bool r_showviewer;
DWORD gl_fixedcolormap;
area_t in_area;
TArray<BYTE> currentmapsection;
void gl_ParseDefs();
//-----------------------------------------------------------------------------
//
// R_FrustumAngle
//
//-----------------------------------------------------------------------------
angle_t FGLRenderer::FrustumAngle()
{
float tilt= fabs(mAngles.Pitch.Degrees);
// If the pitch is larger than this you can look all around at a FOV of 90<39>
if (tilt>46.0f) return 0xffffffff;
// ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much...
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double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(WidescreenRatio)/90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
if (a1>=ANGLE_180) return 0xffffffff;
return a1;
}
//-----------------------------------------------------------------------------
//
// Sets the area the camera is in
//
//-----------------------------------------------------------------------------
void FGLRenderer::SetViewArea()
{
// The render_sector is better suited to represent the current position in GL
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viewsector = R_PointInSubsector(ViewPos)->render_sector;
// Get the heightsec state from the render sector, not the current one!
if (viewsector->heightsec && !(viewsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
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in_area = ViewPos.Z <= viewsector->heightsec->floorplane.ZatPoint(ViewPos) ? area_below :
(ViewPos.Z > viewsector->heightsec->ceilingplane.ZatPoint(ViewPos) &&
!(viewsector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above : area_normal;
}
else
{
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in_area = area_default; // depends on exposed lower sectors
}
}
//-----------------------------------------------------------------------------
//
// resets the 3D viewport
//
//-----------------------------------------------------------------------------
void FGLRenderer::Reset3DViewport()
{
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
}
//-----------------------------------------------------------------------------
//
// sets 3D viewport and initial state
//
//-----------------------------------------------------------------------------
void FGLRenderer::Set3DViewport(bool mainview)
{
if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
{
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bool useSSAO = (gl_ssao != 0);
mBuffers->BindSceneFB(useSSAO);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(useSSAO ? 2 : 1, buffers);
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.Apply();
}
// Always clear all buffers with scissor test disabled.
// This is faster on newer hardware because it allows the GPU to skip
// reading from slower memory where the full buffers are stored.
glDisable(GL_SCISSOR_TEST);
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glClearColor(mSceneClearColor[0], mSceneClearColor[1], mSceneClearColor[2], 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const auto &bounds = mSceneViewport;
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
glEnable(GL_SCISSOR_TEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS,0,~0); // default stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
}
//-----------------------------------------------------------------------------
//
// Setup the camera position
//
//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewAngle(DAngle viewangle)
{
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mAngles.Yaw = float(270.0-viewangle.Degrees);
DVector2 v = ViewAngle.ToVector();
mViewVector.X = v.X;
mViewVector.Y = v.Y;
R_SetViewAngle();
}
//-----------------------------------------------------------------------------
//
// SetProjection
// sets projection matrix
//
//-----------------------------------------------------------------------------
void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
{
float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
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gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, GetZNear(), GetZFar());
}
// raw matrix input from stereo 3d modes
void FGLRenderer::SetProjection(VSMatrix matrix)
{
gl_RenderState.mProjectionMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.multMatrix(matrix);
}
//-----------------------------------------------------------------------------
//
// Setup the modelview matrix
//
//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror)
{
float mult = mirror? -1:1;
float planemult = planemirror? -glset.pixelstretch : glset.pixelstretch;
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Yaw.Degrees, 0.0f, mult, 0.0f);
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gl_RenderState.mViewMatrix.translate(vx * mult, -vz * planemult , -vy);
gl_RenderState.mViewMatrix.scale(-mult, planemult, 1);
}
//-----------------------------------------------------------------------------
//
// SetupView
// Setup the view rotation matrix for the given viewpoint
//
//-----------------------------------------------------------------------------
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void FGLRenderer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror)
{
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SetViewAngle(va);
SetViewMatrix(vx, vy, vz, mirror, planemirror);
gl_RenderState.ApplyMatrices();
}
//-----------------------------------------------------------------------------
//
// CreateScene
//
// creates the draw lists for the current scene
//
//-----------------------------------------------------------------------------
void FGLRenderer::CreateScene()
{
// reset the portal manager
GLPortal::StartFrame();
PO_LinkToSubsectors();
ProcessAll.Clock();
// clip the scene and fill the drawlists
for(unsigned i=0;i<portals.Size(); i++) portals[i]->glportal = NULL;
gl_spriteindex=0;
Bsp.Clock();
GLRenderer->mVBO->Map();
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R_SetView();
validcount++; // used for processing sidedefs only once by the renderer.
gl_RenderBSPNode (nodes + numnodes - 1);
if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
Bsp.Unclock();
// And now the crappy hacks that have to be done to avoid rendering anomalies:
gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks
GLRenderer->mVBO->Unmap();
ProcessAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderScene
//
// Draws the current draw lists for the non GLSL renderer
//
//-----------------------------------------------------------------------------
void FGLRenderer::RenderScene(int recursion)
{
RenderAll.Clock();
glDepthMask(true);
if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion);
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gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
if (gl_sort_textures)
{
gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls();
gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats();
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls();
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats();
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
}
// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
// so that we don't have to do repeated map/unmap calls on the buffer.
bool haslights = mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights;
if (gl.lightmethod == LM_DEFERRED && haslights)
{
GLRenderer->mLights->Begin();
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY, true);
GLRenderer->mLights->Finish();
}
// Part 1: solid geometry. This is set up so that there are no transparent parts
glDepthFunc(GL_LESS);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
glDisable(GL_POLYGON_OFFSET_FILL);
int pass;
if (!haslights || gl.lightmethod == LM_DEFERRED)
{
pass = GLPASS_PLAIN;
}
else if (gl.lightmethod == LM_DIRECT)
{
pass = GLPASS_ALL;
}
else
{
// process everything that needs to handle textured dynamic lights.
if (haslights) RenderMultipassStuff();
// The remaining lists which are unaffected by dynamic lights are just processed as normal.
pass = GLPASS_PLAIN;
}
gl_RenderState.EnableTexture(gl_texture);
gl_RenderState.EnableBrightmap(true);
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(pass);
gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(pass);
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
if (!gl_texture)
{
gl_RenderState.EnableTexture(true);
gl_RenderState.SetTextureMode(TM_MASK);
}
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(pass);
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(pass);
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
if (gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(pass);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0);
}
gl_drawinfo->drawlists[GLDL_MODELS].Draw(pass);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Part 4: Draw decals (not a real pass)
glDepthFunc(GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthMask(false);
// this is the only geometry type on which decals can possibly appear
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals();
if (gl.legacyMode)
{
// also process the render lists with walls and dynamic lights
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawDecals();
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawDecals();
}
gl_RenderState.SetTextureMode(TM_MODULATE);
glDepthMask(true);
// Push bleeding floor/ceiling textures back a little in the z-buffer
// so they don't interfere with overlapping mid textures.
glPolygonOffset(1.0f, 128.0f);
// Part 5: flood all the gaps with the back sector's flat texture
// This will always be drawn like GLDL_PLAIN, depending on the fog settings
glDepthMask(false); // don't write to Z-buffer!
gl_RenderState.EnableFog(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_drawinfo->DrawUnhandledMissingTextures();
glDepthMask(true);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderTranslucent
//
// Draws the current draw lists for the non GLSL renderer
//
//-----------------------------------------------------------------------------
void FGLRenderer::RenderTranslucent()
{
RenderAll.Clock();
glDepthMask(false);
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gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
// final pass: translucent stuff
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.EnableBrightmap(true);
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_TRANSLUCENT);
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].DrawSorted();
gl_RenderState.EnableBrightmap(false);
glDepthMask(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// gl_drawscene - this function renders the scene from the current
// viewpoint, including mirrors and skyboxes and other portals
// It is assumed that the GLPortal::EndFrame returns with the
// stencil, z-buffer and the projection matrix intact!
//
//-----------------------------------------------------------------------------
void FGLRenderer::DrawScene(int drawmode)
{
static int recursion=0;
if (camera != nullptr)
{
ActorRenderFlags savedflags = camera->renderflags;
if (drawmode != DM_PORTAL && !r_showviewer)
{
camera->renderflags |= RF_INVISIBLE;
}
CreateScene();
camera->renderflags = savedflags;
}
else
{
CreateScene();
}
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
// If SSAO is active, switch to gbuffer shaders and use the gbuffer framebuffer
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bool applySSAO = gl_ssao != 0 && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW;
if (applySSAO)
{
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, buffers);
gl_RenderState.SetPassType(GBUFFER_PASS);
gl_RenderState.Apply();
gl_RenderState.ApplyMatrices();
}
RenderScene(recursion);
// Apply ambient occlusion and switch back to shaders without gbuffer output
if (applySSAO)
{
GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, buffers);
AmbientOccludeScene();
mBuffers->BindSceneFB(true);
gl_RenderState.SetPassType(NORMAL_PASS);
gl_RenderState.Apply();
gl_RenderState.ApplyMatrices();
}
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
GLPortal::EndFrame();
recursion--;
RenderTranslucent();
}
void gl_FillScreen()
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
// The fullscreen quad is stored at index 4 in the main vertex buffer.
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
}
//==========================================================================
//
// Draws a blend over the entire view
//
//==========================================================================
void FGLRenderer::DrawBlend(sector_t * viewsector)
{
float blend[4]={0,0,0,0};
PalEntry blendv=0;
float extra_red;
float extra_green;
float extra_blue;
player_t *player = NULL;
if (players[consoleplayer].camera != NULL)
{
player=players[consoleplayer].camera->player;
}
// don't draw sector based blends when an invulnerability colormap is active
if (!gl_fixedcolormap)
{
if (!viewsector->e->XFloor.ffloors.Size())
{
if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC))
{
switch (in_area)
{
default:
case area_normal: blendv = viewsector->heightsec->midmap; break;
case area_above: blendv = viewsector->heightsec->topmap; break;
case area_below: blendv = viewsector->heightsec->bottommap; break;
}
}
}
else
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for (unsigned int i = 0; i < lightlist.Size(); i++)
{
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double lightbottom;
if (i < lightlist.Size() - 1)
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lightbottom = lightlist[i + 1].plane.ZatPoint(ViewPos);
else
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lightbottom = viewsector->floorplane.ZatPoint(ViewPos);
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if (lightbottom < ViewPos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
{
// 3d floor 'fog' is rendered as a blending value
blendv = lightlist[i].blend;
// If this is the same as the sector's it doesn't apply!
if (blendv == viewsector->ColorMap->Fade) blendv = 0;
// a little hack to make this work for Legacy maps.
if (blendv.a == 0 && blendv != 0) blendv.a = 128;
break;
}
}
}
if (blendv.a == 0)
{
blendv = R_BlendForColormap(blendv);
if (blendv.a == 255)
{
// The calculated average is too dark so brighten it according to the palettes's overall brightness
int maxcol = MAX<int>(MAX<int>(framebuffer->palette_brightness, blendv.r), MAX<int>(blendv.g, blendv.b));
blendv.r = blendv.r * 255 / maxcol;
blendv.g = blendv.g * 255 / maxcol;
blendv.b = blendv.b * 255 / maxcol;
}
}
if (blendv.a == 255)
{
extra_red = blendv.r / 255.0f;
extra_green = blendv.g / 255.0f;
extra_blue = blendv.b / 255.0f;
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
blendv = 0;
// black multiplicative blends are ignored
if (extra_red || extra_green || extra_blue)
{
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f);
gl_FillScreen();
}
}
else if (blendv.a)
{
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, blendv.a / 255.0f, blend);
}
}
// This mostly duplicates the code in shared_sbar.cpp
// When I was writing this the original was called too late so that I
// couldn't get the blend in time. However, since then I made some changes
// here that would get lost if I switched back so I won't do it.
if (player)
{
V_AddPlayerBlend(player, blend, 0.5, 175);
}
if (players[consoleplayer].camera != NULL)
{
// except for fadeto effects
player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (blend[3]>0.0f)
{
gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]);
gl_FillScreen();
}
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
}
//-----------------------------------------------------------------------------
//
// Draws player sprites and color blend
//
//-----------------------------------------------------------------------------
void FGLRenderer::EndDrawScene(sector_t * viewsector)
{
gl_RenderState.EnableFog(false);
// [BB] HUD models need to be rendered here. Make sure that
// DrawPlayerSprites is only called once. Either to draw
// HUD models or to draw the weapon sprites.
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
if ( renderHUDModel )
{
// [BB] The HUD model should be drawn over everything else already drawn.
glClear(GL_DEPTH_BUFFER_BIT);
DrawPlayerSprites (viewsector, true);
}
glDisable(GL_STENCIL_TEST);
framebuffer->Begin2D(false);
Reset3DViewport();
// [BB] Only draw the sprites if we didn't render a HUD model before.
if ( renderHUDModel == false )
{
DrawPlayerSprites (viewsector, false);
}
if (gl.legacyMode)
{
gl_RenderState.DrawColormapOverlay();
}
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);
DrawTargeterSprites();
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if (!FGLRenderBuffers::IsEnabled())
{
DrawBlend(viewsector);
}
// Restore standard rendering state
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
glDisable(GL_SCISSOR_TEST);
}
//-----------------------------------------------------------------------------
//
// R_RenderView - renders one view - either the screen or a camera texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::ProcessScene(bool toscreen)
{
FDrawInfo::StartDrawInfo();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
GLPortal::BeginScene();
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int mapsection = R_PointInSubsector(ViewPos)->mapsection;
memset(&currentmapsection[0], 0, currentmapsection.Size());
currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
FDrawInfo::EndDrawInfo();
}
//-----------------------------------------------------------------------------
//
// gl_SetFixedColormap
//
//-----------------------------------------------------------------------------
void FGLRenderer::SetFixedColormap (player_t *player)
{
gl_fixedcolormap=CM_DEFAULT;
// check for special colormaps
player_t * cplayer = player->camera->player;
if (cplayer)
{
if (cplayer->extralight == INT_MIN)
{
gl_fixedcolormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
extralight=0;
}
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
{
gl_fixedcolormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
}
else if (cplayer->fixedlightlevel != -1)
{
for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
{
PalEntry color = in->GetBlend ();
// Need special handling for light amplifiers
if (in->IsKindOf(RUNTIME_CLASS(APowerTorch)))
{
gl_fixedcolormap = cplayer->fixedlightlevel + CM_TORCH;
}
else if (in->IsKindOf(RUNTIME_CLASS(APowerLightAmp)))
{
gl_fixedcolormap = CM_LITE;
}
}
}
}
gl_RenderState.SetFixedColormap(gl_fixedcolormap);
}
//-----------------------------------------------------------------------------
//
// Renders one viewpoint in a scene
//
//-----------------------------------------------------------------------------
sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{
sector_t * lviewsector;
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mSceneClearColor[0] = 0.0f;
mSceneClearColor[1] = 0.0f;
mSceneClearColor[2] = 0.0f;
R_SetupFrame (camera);
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 = ViewPitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * glset.pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
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mAngles.Roll.Degrees = ViewRoll.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;
if (camera->player && camera->player-players==consoleplayer &&
((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo)
{
mViewActor=NULL;
}
else
{
mViewActor=camera;
}
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
lviewsector = viewsector;
// Render (potentially) multiple views for stereo 3d
float viewShift[3];
const s3d::Stereo3DMode& stereo3dMode = mainview && toscreen? s3d::Stereo3DMode::getCurrentMode() : s3d::Stereo3DMode::getMonoMode();
stereo3dMode.SetUp();
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
{
const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
eye->SetUp();
SetOutputViewport(bounds);
Set3DViewport(mainview);
mDrawingScene2D = true;
mCurrentFoV = fov;
// Stereo mode specific perspective projection
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
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SetViewAngle(ViewAngle);
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// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift);
s3d::ScopedViewShifter viewShifter(viewShift);
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SetViewMatrix(ViewPos.X, ViewPos.Y, ViewPos.Z, false, false);
gl_RenderState.ApplyMatrices();
clipper.Clear();
angle_t a1 = FrustumAngle();
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clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
ProcessScene(toscreen);
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
if (mainview && FGLRenderBuffers::IsEnabled())
{
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PostProcessScene();
// This should be done after postprocessing, not before.
mBuffers->BindCurrentFB();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
DrawBlend(lviewsector);
}
mDrawingScene2D = false;
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if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled())
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mBuffers->BlitToEyeTexture(eye_ix);
eye->TearDown();
}
stereo3dMode.TearDown();
gl_frameCount++; // This counter must be increased right before the interpolations are restored.
interpolator.RestoreInterpolations ();
return lviewsector;
}
//-----------------------------------------------------------------------------
//
// renders the view
//
//-----------------------------------------------------------------------------
void FGLRenderer::RenderView (player_t* player)
{
OpenGLFrameBuffer* GLTarget = static_cast<OpenGLFrameBuffer*>(screen);
AActor *&LastCamera = GLTarget->LastCamera;
checkBenchActive();
if (player->camera != LastCamera)
{
// If the camera changed don't interpolate
// Otherwise there will be some not so nice effects.
R_ResetViewInterpolation();
LastCamera=player->camera;
}
gl_RenderState.SetVertexBuffer(mVBO);
GLRenderer->mVBO->Reset();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
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if (cl_capfps || r_NoInterpolate) r_TicFracF = 1.;
else r_TicFracF = I_GetTimeFrac (&r_FrameTime);
gl_frameMS = I_MSTime();
P_FindParticleSubsectors ();
if (!gl.legacyMode) GLRenderer->mLights->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// prepare all camera textures that have been used in the last frame
FCanvasTextureInfo::UpdateAll();
NoInterpolateView = saved_niv;
// now render the main view
float fovratio;
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float ratio = WidescreenRatio;
if (WidescreenRatio >= 1.3f)
{
fovratio = 1.333333f;
}
else
{
fovratio = ratio;
}
SetFixedColormap (player);
// Check if there's some lights. If not some code can be skipped.
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView.Degrees, ratio, fovratio, true, true);
All.Unclock();
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
{
GL_IRECT bounds;
bounds.left=0;
bounds.top=0;
bounds.width=width;
bounds.height=height;
glFlush();
SetFixedColormap(player);
gl_RenderState.SetVertexBuffer(mVBO);
GLRenderer->mVBO->Reset();
if (!gl.legacyMode) GLRenderer->mLights->Clear();
// Check if there's some lights. If not some code can be skipped.
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
FieldOfView.Degrees, 1.6f, 1.6f, true, false);
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);
screen->Begin2D(false);
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if (!FGLRenderBuffers::IsEnabled())
{
DrawBlend(viewsector);
}
CopyToBackbuffer(&bounds, false);
glFlush();
byte * scr = (byte *)M_Malloc(width * height * 3);
glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width*3);
M_Free(scr);
}
//===========================================================================
//
//
//
//===========================================================================
struct FGLInterface : public FRenderer
{
bool UsesColormap() const override;
void PrecacheTexture(FTexture *tex, int cache);
void PrecacheSprite(FTexture *tex, SpriteHits &hits);
void Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
void RenderView(player_t *player) override;
void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
void StateChanged(AActor *actor) override;
void StartSerialize(FSerializer &arc) override;
void EndSerialize(FSerializer &arc) override;
void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, int fov) override;
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) override;
void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog) override;
void PreprocessLevel() override;
void CleanLevelData() override;
bool RequireGLNodes() override;
int GetMaxViewPitch(bool down) override;
void ClearBuffer(int color) override;
void Init() override;
};
//===========================================================================
//
// The GL renderer has no use for colormaps so let's
// not create them and save us some time.
//
//===========================================================================
bool FGLInterface::UsesColormap() const
{
return false;
}
//==========================================================================
//
// DFrameBuffer :: PrecacheTexture
//
//==========================================================================
void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
{
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if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
if (gltex) gltex->Precache();
}
}
//==========================================================================
//
// DFrameBuffer :: PrecacheSprite
//
//==========================================================================
void FGLInterface::PrecacheSprite(FTexture *tex, SpriteHits &hits)
{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
if (gltex) gltex->PrecacheList(hits);
}
//==========================================================================
//
// DFrameBuffer :: Precache
//
//==========================================================================
void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
{
SpriteHits *spritelist = new SpriteHits[sprites.Size()];
SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
TMap<PClassActor*, bool>::Pair *pair;
2016-05-03 16:14:16 +00:00
BYTE *modellist = new BYTE[Models.Size()];
memset(modellist, 0, Models.Size());
memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
// this isn't done by the main code so it needs to be done here first:
// check skybox textures and mark the separate faces as used
for (int i = 0; i<TexMan.NumTextures(); i++)
{
// HIT_Wall must be checked for MBF-style sky transfers.
if (texhitlist[i] & (FTextureManager::HIT_Sky | FTextureManager::HIT_Wall))
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->gl_info.bSkybox)
{
FSkyBox *sb = static_cast<FSkyBox*>(tex);
for (int i = 0; i<6; i++)
{
if (sb->faces[i])
{
int index = sb->faces[i]->id.GetIndex();
texhitlist[index] |= FTextureManager::HIT_Flat;
}
}
}
}
}
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// Check all used actors.
// 1. mark all sprites associated with its states
// 2. mark all model data and skins associated with its states
while (it.NextPair(pair))
{
PClassActor *cls = pair->Key;
int gltrans = GLTranslationPalette::GetInternalTranslation(GetDefaultByType(cls)->Translation);
for (int i = 0; i < cls->NumOwnedStates; i++)
{
spritelist[cls->OwnedStates[i].sprite].Insert(gltrans, true);
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FSpriteModelFrame * smf = gl_FindModelFrame(cls, cls->OwnedStates[i].sprite, cls->OwnedStates[i].Frame, false);
if (smf != NULL)
{
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
{
if (smf->skinIDs[i].isValid())
{
texhitlist[smf->skinIDs[i].GetIndex()] |= FTexture::TEX_Flat;
}
else if (smf->modelIDs[i] != -1)
{
Models[smf->modelIDs[i]]->PushSpriteMDLFrame(smf, i);
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Models[smf->modelIDs[i]]->AddSkins(texhitlist);
}
if (smf->modelIDs[i] != -1)
{
modellist[smf->modelIDs[i]] = 1;
}
}
}
}
}
2016-05-03 16:14:16 +00:00
// mark all sprite textures belonging to the marked sprites.
for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
{
if (spritelist[i].CountUsed())
{
int j, k;
for (j = 0; j < sprites[i].numframes; j++)
{
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
for (k = 0; k < 16; k++)
{
FTextureID pic = frame->Texture[k];
if (pic.isValid())
{
spritehitlist[pic.GetIndex()] = &spritelist[i];
}
}
}
}
}
2016-05-03 16:14:16 +00:00
// delete everything unused before creating any new resources to avoid memory usage peaks.
// delete unused models
for (unsigned i = 0; i < Models.Size(); i++)
{
if (!modellist[i]) Models[i]->DestroyVertexBuffer();
}
// delete unused textures
int cnt = TexMan.NumTextures();
for (int i = cnt - 1; i >= 0; i--)
{
2016-05-03 16:14:16 +00:00
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
if (!texhitlist[i])
{
if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
}
if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
{
if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
}
}
}
if (gl_precache)
{
// cache all used textures
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
PrecacheTexture(tex, texhitlist[i]);
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
{
PrecacheSprite(tex, *spritehitlist[i]);
}
}
}
// cache all used models
for (unsigned i = 0; i < Models.Size(); i++)
{
if (modellist[i])
Models[i]->BuildVertexBuffer();
}
}
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delete[] spritehitlist;
delete[] spritelist;
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delete[] modellist;
}
//==========================================================================
//
// DFrameBuffer :: StateChanged
//
//==========================================================================
void FGLInterface::StateChanged(AActor *actor)
{
gl_SetActorLights(actor);
}
//===========================================================================
//
// notify the renderer that serialization of the curent level is about to start/end
//
//===========================================================================
void FGLInterface::StartSerialize(FSerializer &arc)
{
gl_DeleteAllAttachedLights();
if (arc.BeginObject("glinfo"))
{
arc("fogdensity", fogdensity)
("outsidefogdensity", outsidefogdensity)
("skyfog", skyfog)
.EndObject();
}
}
void FGLInterface::EndSerialize(FSerializer &arc)
{
gl_RecreateAllAttachedLights();
if (arc.isReading()) gl_InitPortals();
}
//===========================================================================
//
// Get max. view angle (renderer specific information so it goes here now)
//
//===========================================================================
EXTERN_CVAR(Float, maxviewpitch)
int FGLInterface::GetMaxViewPitch(bool down)
{
return int(maxviewpitch);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::ClearBuffer(int color)
{
PalEntry pe = GPalette.BaseColors[color];
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GLRenderer->mSceneClearColor[0] = pe.r / 255.f;
GLRenderer->mSceneClearColor[1] = pe.g / 255.f;
GLRenderer->mSceneClearColor[2] = pe.b / 255.f;
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void FGLInterface::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
{
GLRenderer->WriteSavePic(player, file, width, height);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::RenderView(player_t *player)
{
GLRenderer->RenderView(player);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::Init()
{
gl_ParseDefs();
gl_InitData();
}
//===========================================================================
//
// Camera texture rendering
//
//===========================================================================
CVAR(Bool, gl_usefb, false , CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
extern TexFilter_s TexFilter[];
void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, int FOV)
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
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.
if (gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight()) return;
glFlush();
}
else
{
GLRenderer->StartOffscreen();
gltex->BindToFrameBuffer();
}
GL_IRECT bounds;
bounds.left=bounds.top=0;
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);
if (gl.legacyMode)
{
glFlush();
gl_RenderState.SetMaterial(gltex, 0, 0, -1, false);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height);
}
else
{
GLRenderer->EndOffscreen();
}
tex->SetUpdated();
}
//==========================================================================
//
//
//
//==========================================================================
sector_t *FGLInterface::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back)
{
if (floorlightlevel != NULL)
{
*floorlightlevel = sec->GetFloorLight ();
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = sec->GetCeilingLight ();
}
return gl_FakeFlat(sec, tempsec, back);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog)
{
gl_SetFogParams(_fogdensity, _outsidefogcolor, _outsidefogdensity, _skyfog);
}
void FGLInterface::PreprocessLevel()
{
gl_PreprocessLevel();
}
void FGLInterface::CleanLevelData()
{
gl_CleanLevelData();
}
bool FGLInterface::RequireGLNodes()
{
return true;
}
//===========================================================================
//
//
//
//===========================================================================
FRenderer *gl_CreateInterface()
{
return new FGLInterface;
}