- moved the End*Scene functions to hwrenderer.

This commit is contained in:
Christoph Oelckers 2018-10-29 09:58:37 +01:00
parent 1bbc9f6730
commit 362ecacd52
4 changed files with 59 additions and 58 deletions

View file

@ -15,7 +15,5 @@ struct FDrawInfo : public HWDrawInfo
{ {
void DrawScene(int drawmode) override; void DrawScene(int drawmode) override;
void ProcessScene(bool toscreen = false); void ProcessScene(bool toscreen = false);
void EndDrawScene(sector_t * viewsector);
void DrawEndScene2D(sector_t * viewsector);
}; };
#endif #endif

View file

@ -140,60 +140,6 @@ void FDrawInfo::DrawScene(int drawmode)
RenderTranslucent(gl_RenderState); RenderTranslucent(gl_RenderState);
} }
//-----------------------------------------------------------------------------
//
// Draws player sprites and color blend
//
//-----------------------------------------------------------------------------
void FDrawInfo::EndDrawScene(sector_t * viewsector)
{
gl_RenderState.EnableFog(false);
// [BB] HUD models need to be rendered here.
const bool renderHUDModel = 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(true, gl_RenderState);
}
glDisable(GL_STENCIL_TEST);
glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
// Restore standard rendering state
gl_RenderState.SetRenderStyle(STYLE_Translucent);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
glDisable(GL_SCISSOR_TEST);
}
void FDrawInfo::DrawEndScene2D(sector_t * viewsector)
{
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
auto vrmode = VRMode::GetVRMode(true);
HWViewpointUniforms vp = VPUniforms;
vp.mViewMatrix.loadIdentity();
vp.mProjectionMatrix = vrmode->GetHUDSpriteProjection();
screen->mViewpoints->SetViewpoint(gl_RenderState, &vp);
glDisable(GL_DEPTH_TEST);
glDisable(GL_MULTISAMPLE);
DrawPlayerSprites(false, gl_RenderState);
gl_RenderState.SetSoftLightLevel(-1);
// Restore standard rendering state
gl_RenderState.SetRenderStyle(STYLE_Translucent);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
glDisable(GL_SCISSOR_TEST);
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// R_RenderView - renders one view - either the screen or a camera texture // R_RenderView - renders one view - either the screen or a camera texture
@ -287,7 +233,7 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
if (mainview) if (mainview)
{ {
PostProcess.Clock(); PostProcess.Clock();
if (toscreen) di->EndDrawScene(mainvp.sector); // do not call this for camera textures. if (toscreen) di->EndDrawScene(mainvp.sector, gl_RenderState); // do not call this for camera textures.
if (gl_RenderState.GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers if (gl_RenderState.GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{ {
@ -299,7 +245,7 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
FGLDebug::PopGroup(); // MainView FGLDebug::PopGroup(); // MainView
PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector); }); PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector, gl_RenderState); });
PostProcess.Unclock(); PostProcess.Unclock();
} }
di->EndDrawInfo(); di->EndDrawInfo();

View file

@ -35,11 +35,13 @@
#include "hw_renderstate.h" #include "hw_renderstate.h"
#include "hw_drawinfo.h" #include "hw_drawinfo.h"
#include "po_man.h" #include "po_man.h"
#include "r_data/models/models.h"
#include "hwrenderer/utility/hw_clock.h" #include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_cvars.h" #include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/data/hw_viewpointbuffer.h" #include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/flatvertices.h" #include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h" #include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hw_clipper.h" #include "hw_clipper.h"
EXTERN_CVAR(Float, r_visibility) EXTERN_CVAR(Float, r_visibility)
@ -590,3 +592,56 @@ void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
} }
//-----------------------------------------------------------------------------
//
// Draws player sprites and color blend
//
//-----------------------------------------------------------------------------
void HWDrawInfo::EndDrawScene(sector_t * viewsector, FRenderState &state)
{
state.EnableFog(false);
// [BB] HUD models need to be rendered here.
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
if (renderHUDModel)
{
// [BB] The HUD model should be drawn over everything else already drawn.
state.Clear(CT_Depth);
DrawPlayerSprites(true, state);
}
state.EnableStencil(false);
state.SetViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
// Restore standard rendering state
state.SetRenderStyle(STYLE_Translucent);
state.ResetColor();
state.EnableTexture(true);
state.SetScissor(0, 0, -1, -1);
}
void HWDrawInfo::DrawEndScene2D(sector_t * viewsector, FRenderState &state)
{
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
auto vrmode = VRMode::GetVRMode(true);
HWViewpointUniforms vp = VPUniforms;
vp.mViewMatrix.loadIdentity();
vp.mProjectionMatrix = vrmode->GetHUDSpriteProjection();
screen->mViewpoints->SetViewpoint(state, &vp);
state.EnableDepthTest(false);
state.EnableMultisampling(false);
DrawPlayerSprites(false, state);
state.SetSoftLightLevel(-1);
// Restore standard rendering state
state.SetRenderStyle(STYLE_Translucent);
state.ResetColor();
state.EnableTexture(true);
state.SetScissor(0, 0, -1, -1);
}

View file

@ -306,6 +306,8 @@ public:
void RenderScene(FRenderState &state); void RenderScene(FRenderState &state);
void RenderTranslucent(FRenderState &state); void RenderTranslucent(FRenderState &state);
void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil); void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
void EndDrawScene(sector_t * viewsector, FRenderState &state);
void DrawEndScene2D(sector_t * viewsector, FRenderState &state);
bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area); bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area);
bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area); bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area);