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- hook up software renderer
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9da46d0e0a
commit
ec82f994f7
3 changed files with 47 additions and 30 deletions
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@ -17,7 +17,7 @@ class PolyFrameBuffer : public SystemBaseFrameBuffer
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public:
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public:
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RenderMemory *GetFrameMemory() { return &mFrameMemory; }
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RenderMemory *GetFrameMemory() { return &mFrameMemory; }
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PolyRenderState *GetRenderState() { return mRenderState.get(); }
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PolyRenderState *GetRenderState() { return mRenderState.get(); }
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DCanvas *GetCanvas() { return mCanvas.get(); }
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DCanvas *GetCanvas() override { return mCanvas.get(); }
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PolyDepthStencil *GetDepthStencil() { return mDepthStencil.get(); }
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PolyDepthStencil *GetDepthStencil() { return mDepthStencil.get(); }
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const DrawerCommandQueuePtr &GetDrawCommands();
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const DrawerCommandQueuePtr &GetDrawCommands();
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void FlushDrawCommands();
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void FlushDrawCommands();
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@ -31,6 +31,8 @@ public:
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void Update();
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void Update();
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bool IsPoly() override { return true; }
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void InitializeState() override;
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void InitializeState() override;
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void CleanForRestart() override;
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void CleanForRestart() override;
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@ -85,6 +85,8 @@ SWSceneDrawer::~SWSceneDrawer()
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}
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}
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sector_t *SWSceneDrawer::RenderView(player_t *player)
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sector_t *SWSceneDrawer::RenderView(player_t *player)
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{
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if (!screen->IsPoly())
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{
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{
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// Avoid using the pixel buffer from the last frame
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// Avoid using the pixel buffer from the last frame
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FBTextureIndex = (FBTextureIndex + 1) % 2;
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FBTextureIndex = (FBTextureIndex + 1) % 2;
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@ -121,6 +123,16 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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screen->Draw2D();
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screen->Draw2D();
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screen->Clear2D();
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screen->Clear2D();
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});
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});
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}
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else
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{
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DCanvas *canvas = screen->GetCanvas();
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SWRenderer->RenderView(player, canvas, canvas->GetPixels(), canvas->GetPitch());
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// To do: apply swrenderer::CameraLight::Instance()->ShaderColormap();
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SWRenderer->DrawRemainingPlayerSprites();
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screen->Draw2D();
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screen->Clear2D();
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}
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return r_viewpoint.sector;
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return r_viewpoint.sector;
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}
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}
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@ -394,6 +394,9 @@ public:
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virtual ~DFrameBuffer();
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virtual ~DFrameBuffer();
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virtual void InitializeState() = 0; // For stuff that needs 'screen' set.
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virtual void InitializeState() = 0; // For stuff that needs 'screen' set.
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virtual bool IsVulkan() { return false; }
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virtual bool IsVulkan() { return false; }
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virtual bool IsPoly() { return false; }
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virtual DCanvas* GetCanvas() { return nullptr; }
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void SetSize(int width, int height);
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void SetSize(int width, int height);
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void SetVirtualSize(int width, int height)
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void SetVirtualSize(int width, int height)
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