2013-06-23 07:49:34 +00:00
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/*
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** gl1_renderer.cpp
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** Renderer interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "files.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "r_data/r_translate.h"
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#include "m_png.h"
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#include "m_crc32.h"
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#include "w_wad.h"
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//#include "gl/gl_intern.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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2016-07-26 19:27:02 +00:00
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#include "doomstat.h"
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2013-06-23 07:49:34 +00:00
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2013-09-03 16:29:39 +00:00
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#include "gl/system/gl_interface.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/system/gl_framebuffer.h"
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2014-05-20 22:36:04 +00:00
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#include "gl/system/gl_cvars.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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2016-07-26 19:27:02 +00:00
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#include "gl/renderer/gl_renderbuffers.h"
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2016-08-08 10:13:09 +00:00
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#include "gl/renderer/gl_2ddrawer.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/shaders/gl_shader.h"
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2016-07-27 19:50:30 +00:00
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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2016-07-28 22:36:43 +00:00
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#include "gl/shaders/gl_tonemapshader.h"
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2016-08-02 15:32:21 +00:00
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#include "gl/shaders/gl_lensshader.h"
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2016-07-26 19:27:02 +00:00
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#include "gl/shaders/gl_presentshader.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_material.h"
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2014-08-22 21:50:38 +00:00
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#include "gl/textures/gl_samplers.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/models/gl_models.h"
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2014-08-01 18:59:39 +00:00
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#include "gl/dynlights/gl_lightbuffer.h"
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2013-06-23 07:49:34 +00:00
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2016-07-26 19:27:02 +00:00
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EXTERN_CVAR(Int, screenblocks)
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2013-06-23 07:49:34 +00:00
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//===========================================================================
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//
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// Renderer interface
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//
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//===========================================================================
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//-----------------------------------------------------------------------------
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//
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// Initialize
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//
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//-----------------------------------------------------------------------------
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2013-08-18 13:41:52 +00:00
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FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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{
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framebuffer = fb;
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2016-04-28 23:48:06 +00:00
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mClipPortal = NULL;
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2013-08-18 13:41:52 +00:00
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mCurrentPortal = NULL;
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mMirrorCount = 0;
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mPlaneMirrorCount = 0;
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mLightCount = 0;
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2016-03-21 01:57:02 +00:00
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mAngles = FRotator(0.f, 0.f, 0.f);
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2013-08-18 13:41:52 +00:00
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mViewVector = FVector2(0,0);
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mVBO = NULL;
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2014-06-13 23:24:28 +00:00
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mSkyVBO = NULL;
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2013-08-18 13:41:52 +00:00
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gl_spriteindex = 0;
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mShaderManager = NULL;
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2016-05-04 20:14:39 +00:00
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gllight = glpart2 = glpart = mirrortexture = NULL;
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2014-08-01 18:59:39 +00:00
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mLights = NULL;
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2016-08-08 10:13:09 +00:00
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m2DDrawer = nullptr;
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2013-08-18 13:41:52 +00:00
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}
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2014-10-24 09:43:25 +00:00
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void gl_LoadModels();
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2015-04-12 17:42:03 +00:00
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void gl_FlushModels();
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2014-10-24 09:43:25 +00:00
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2013-06-23 07:49:34 +00:00
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void FGLRenderer::Initialize()
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{
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2016-07-26 19:27:02 +00:00
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mBuffers = new FGLRenderBuffers();
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2016-07-27 19:50:30 +00:00
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mBloomExtractShader = new FBloomExtractShader();
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mBloomCombineShader = new FBloomCombineShader();
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mBlurShader = new FBlurShader();
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2016-07-28 22:36:43 +00:00
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mTonemapShader = new FTonemapShader();
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2016-08-02 15:32:21 +00:00
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mLensShader = new FLensShader();
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2016-07-26 19:27:02 +00:00
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mPresentShader = new FPresentShader();
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2016-08-08 10:13:09 +00:00
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m2DDrawer = new F2DDrawer;
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2016-07-26 19:27:02 +00:00
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2016-04-26 14:26:34 +00:00
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// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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if (gl.version >= 4.0)
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{
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glGenVertexArrays(1, &mVAOID);
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glBindVertexArray(mVAOID);
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}
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else mVAOID = 0;
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2016-05-04 20:14:39 +00:00
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gllight = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/gllight.png"), FTexture::TEX_MiscPatch);
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2013-06-23 07:49:34 +00:00
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glpart2 = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart2.png"), FTexture::TEX_MiscPatch);
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glpart = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart.png"), FTexture::TEX_MiscPatch);
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mirrortexture = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/mirror.png"), FTexture::TEX_MiscPatch);
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mVBO = new FFlatVertexBuffer;
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2014-06-13 23:24:28 +00:00
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mSkyVBO = new FSkyVertexBuffer;
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2016-04-26 11:50:05 +00:00
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if (gl.lightmethod != LM_SOFTWARE) mLights = new FLightBuffer();
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else mLights = NULL;
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2014-05-20 22:36:04 +00:00
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gl_RenderState.SetVertexBuffer(mVBO);
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2013-06-23 07:49:34 +00:00
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mFBID = 0;
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2016-04-30 13:29:22 +00:00
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mOldFBID = 0;
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2016-04-26 14:26:34 +00:00
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2013-06-23 07:49:34 +00:00
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SetupLevel();
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mShaderManager = new FShaderManager;
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2014-08-22 21:50:38 +00:00
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mSamplerManager = new FSamplerManager;
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2014-10-24 09:43:25 +00:00
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gl_LoadModels();
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2013-06-23 07:49:34 +00:00
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}
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FGLRenderer::~FGLRenderer()
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{
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2015-04-12 17:42:03 +00:00
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gl_FlushModels();
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2013-06-23 07:49:34 +00:00
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gl_DeleteAllAttachedLights();
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FMaterial::FlushAll();
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2016-08-08 10:13:09 +00:00
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if (m2DDrawer != nullptr) delete m2DDrawer;
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2013-06-23 07:49:34 +00:00
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if (mShaderManager != NULL) delete mShaderManager;
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2014-08-22 21:50:38 +00:00
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if (mSamplerManager != NULL) delete mSamplerManager;
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2013-06-23 07:49:34 +00:00
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if (mVBO != NULL) delete mVBO;
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2014-06-13 23:24:28 +00:00
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if (mSkyVBO != NULL) delete mSkyVBO;
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2014-08-01 18:59:39 +00:00
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if (mLights != NULL) delete mLights;
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2013-06-23 07:49:34 +00:00
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if (glpart2) delete glpart2;
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if (glpart) delete glpart;
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if (mirrortexture) delete mirrortexture;
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2013-09-03 16:29:39 +00:00
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if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
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2016-04-26 14:26:34 +00:00
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if (mVAOID != 0)
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{
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &mVAOID);
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}
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2016-07-26 19:27:02 +00:00
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if (mBuffers) delete mBuffers;
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if (mPresentShader) delete mPresentShader;
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2016-07-27 19:50:30 +00:00
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if (mBloomExtractShader) delete mBloomExtractShader;
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if (mBloomCombineShader) delete mBloomCombineShader;
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if (mBlurShader) delete mBlurShader;
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2016-07-28 22:36:43 +00:00
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if (mTonemapShader) delete mTonemapShader;
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2016-08-02 15:32:21 +00:00
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if (mLensShader) delete mLensShader;
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2016-07-26 19:27:02 +00:00
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}
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2016-04-26 14:26:34 +00:00
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2016-07-26 19:27:02 +00:00
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//==========================================================================
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//
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// Calculates the viewport values needed for 2D and 3D operations
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//
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//==========================================================================
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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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2016-07-31 11:23:49 +00:00
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mScreenViewport = *bounds;
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2016-07-26 19:27:02 +00:00
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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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if (screenblocks >= 10)
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{
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height = framebuffer->GetHeight();
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width = framebuffer->GetWidth();
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}
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else
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{
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height = (screenblocks*framebuffer->GetHeight() / 10) & ~7;
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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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2016-07-31 11:23:49 +00:00
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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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2016-07-26 19:27:02 +00:00
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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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// 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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2013-06-23 07:49:34 +00:00
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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::SetupLevel()
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{
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mVBO->CreateVBO();
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}
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void FGLRenderer::Begin2D()
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{
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2016-07-29 19:31:20 +00:00
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if (FGLRenderBuffers::IsEnabled())
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2016-07-26 19:27:02 +00:00
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{
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mBuffers->Setup(framebuffer->GetWidth(), framebuffer->GetHeight());
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2016-07-28 22:36:43 +00:00
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if (mDrawingScene2D)
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mBuffers->BindSceneFB();
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else
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2016-08-04 15:16:49 +00:00
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mBuffers->BindCurrentFB();
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2016-07-26 19:27:02 +00:00
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}
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2016-07-31 11:23:49 +00:00
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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2016-07-26 19:27:02 +00:00
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2013-06-23 07:49:34 +00:00
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gl_RenderState.EnableFog(false);
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gl_RenderState.Set2DMode(true);
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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::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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{
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GLWall wall;
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wall.ProcessLowerMiniseg(seg, frontsector, backsector);
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rendered_lines++;
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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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2016-04-18 21:52:15 +00:00
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void FGLRenderer::ProcessSprite(AActor *thing, sector_t *sector, bool thruportal)
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2013-06-23 07:49:34 +00:00
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{
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GLSprite glsprite;
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2016-04-18 21:52:15 +00:00
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glsprite.Process(thing, sector, thruportal);
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2013-06-23 07:49:34 +00:00
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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::ProcessParticle(particle_t *part, sector_t *sector)
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{
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GLSprite glsprite;
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glsprite.ProcessParticle(part, sector);//, 0, 0);
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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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|
//===========================================================================
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void FGLRenderer::ProcessSector(sector_t *fakesector)
|
|
|
|
{
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|
|
|
GLFlat glflat;
|
|
|
|
glflat.ProcessSector(fakesector);
|
|
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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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|
|
|
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void FGLRenderer::FlushTextures()
|
|
|
|
{
|
|
|
|
FMaterial::FlushAll();
|
|
|
|
}
|
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|
|
|
|
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|
//===========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//===========================================================================
|
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|
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|
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|
|
bool FGLRenderer::StartOffscreen()
|
|
|
|
{
|
2014-06-21 13:50:32 +00:00
|
|
|
if (mFBID == 0) glGenFramebuffers(1, &mFBID);
|
2016-04-30 15:09:57 +00:00
|
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
|
2014-06-21 13:50:32 +00:00
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
|
|
|
|
return true;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void FGLRenderer::EndOffscreen()
|
|
|
|
{
|
2016-04-30 13:29:22 +00:00
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
unsigned char *FGLRenderer::GetTextureBuffer(FTexture *tex, int &w, int &h)
|
|
|
|
{
|
2014-08-22 21:50:38 +00:00
|
|
|
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
|
2013-06-23 07:49:34 +00:00
|
|
|
if (gltex)
|
|
|
|
{
|
2014-05-11 17:44:19 +00:00
|
|
|
return gltex->CreateTexBuffer(0, w, h);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void FGLRenderer::ClearBorders()
|
|
|
|
{
|
|
|
|
OpenGLFrameBuffer *glscreen = static_cast<OpenGLFrameBuffer*>(screen);
|
|
|
|
|
|
|
|
// Letterbox time! Draw black top and bottom borders.
|
|
|
|
int width = glscreen->GetWidth();
|
|
|
|
int height = glscreen->GetHeight();
|
|
|
|
int trueHeight = glscreen->GetTrueHeight();
|
|
|
|
|
|
|
|
int borderHeight = (trueHeight - height) / 2;
|
|
|
|
|
2013-09-03 12:05:41 +00:00
|
|
|
glViewport(0, 0, width, trueHeight);
|
2016-08-08 10:13:09 +00:00
|
|
|
glClearColor(0, 0, 0, 1);
|
2013-09-03 12:05:41 +00:00
|
|
|
glEnable(GL_SCISSOR_TEST);
|
2016-08-08 10:13:09 +00:00
|
|
|
glScissor(0, 0, width, borderHeight);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glScissor(0, trueHeight-borderHeight, width, borderHeight);
|
2013-09-03 12:05:41 +00:00
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
2016-08-08 10:13:09 +00:00
|
|
|
glViewport(0, (trueHeight - height) / 2, width, height);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|