mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
- all main functions in gl_scene.cpp now belong to the new GLSceneDrawer class.
This commit is contained in:
parent
e4d7d9de8b
commit
e7330cfa03
3 changed files with 57 additions and 57 deletions
|
@ -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();
|
||||
|
|
|
@ -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<int>(MAX<int>(framebuffer->palette_brightness, blendv.r), MAX<int>(blendv.g, blendv.b));
|
||||
int maxcol = MAX<int>(MAX<int>(GLRenderer->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;
|
||||
|
@ -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<ADynamicLight> 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)
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue