- Took more functions out of GLSceneDrawer

This commit is contained in:
Christoph Oelckers 2018-06-20 12:57:41 +02:00
parent 469c9241eb
commit f229b05675
5 changed files with 51 additions and 61 deletions

View file

@ -322,10 +322,8 @@ sector_t *FGLRenderer::RenderView(player_t* player)
fovratio = ratio;
}
GLSceneDrawer drawer;
mShadowMap.Update();
retsec = drawer.RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
return retsec;
@ -352,9 +350,8 @@ void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, doub
bounds.width = FHardwareTexture::GetTexDimension(gltex->GetWidth());
bounds.height = FHardwareTexture::GetTexDimension(gltex->GetHeight());
GLSceneDrawer drawer;
FRenderViewpoint texvp;
drawer.RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
EndOffscreen();
@ -387,9 +384,8 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
mLights->Clear();
// This shouldn't overwrite the global viewpoint even for a short time.
GLSceneDrawer drawer;
FRenderViewpoint savevp;
sector_t *viewsector = drawer.RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetSoftLightLevel(-1);
CopyToBackbuffer(&bounds, false);

View file

@ -110,7 +110,6 @@ public:
FLightBuffer *mLights;
SWSceneDrawer *swdrawer = nullptr;
bool mDrawingScene2D = false;
bool buffersActive = false;
float mSceneClearColor[3];
@ -149,6 +148,10 @@ public:
sector_t *RenderView(player_t *player);
void BeginFrame();
void Set3DViewport(bool mainview);
sector_t *RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
bool StartOffscreen();
void EndOffscreen();

View file

@ -72,43 +72,6 @@ EXTERN_CVAR (Bool, r_deathcamera)
EXTERN_CVAR (Float, r_visibility)
EXTERN_CVAR (Bool, r_drawvoxels)
//-----------------------------------------------------------------------------
//
// sets 3D viewport and initial state
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::Set3DViewport(bool mainview)
{
if (mainview && GLRenderer->buffersActive)
{
bool useSSAO = (gl_ssao != 0);
GLRenderer->mBuffers->BindSceneFB(useSSAO);
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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);
glClearColor(GLRenderer->mSceneClearColor[0], GLRenderer->mSceneClearColor[1], GLRenderer->mSceneClearColor[2], 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const auto &bounds = screen->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);
}
//-----------------------------------------------------------------------------
//
// SetProjection
@ -116,7 +79,7 @@ void GLSceneDrawer::Set3DViewport(bool mainview)
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::SetProjection(VSMatrix matrix)
void SetProjection(VSMatrix matrix)
{
gl_RenderState.mProjectionMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.multMatrix(matrix);
@ -128,7 +91,7 @@ void GLSceneDrawer::SetProjection(VSMatrix matrix)
//
//-----------------------------------------------------------------------------
void GLSceneDrawer::SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror)
void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror)
{
float mult = mirror? -1:1;
float planemult = planemirror? -level.info->pixelstretch : level.info->pixelstretch;
@ -488,17 +451,54 @@ void FDrawInfo::ProcessScene(bool toscreen)
}
//-----------------------------------------------------------------------------
//
// sets 3D viewport and initial state
//
//-----------------------------------------------------------------------------
void FGLRenderer::Set3DViewport(bool mainview)
{
if (mainview && buffersActive)
{
bool useSSAO = (gl_ssao != 0);
mBuffers->BindSceneFB(useSSAO);
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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);
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 = screen->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);
}
//-----------------------------------------------------------------------------
//
// Renders one viewpoint in a scene
//
//-----------------------------------------------------------------------------
sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{
R_SetupFrame (mainvp, r_viewwindow, camera);
GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility);
mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility);
// Render (potentially) multiple views for stereo 3d
float viewShift[3];
@ -510,9 +510,8 @@ sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * ca
eye->SetUp();
screen->SetViewportRects(bounds);
Set3DViewport(mainview);
GLRenderer->mDrawingScene2D = true;
FDrawInfo *di = FDrawInfo::StartDrawInfo(this, mainvp);
FDrawInfo *di = FDrawInfo::StartDrawInfo(nullptr, mainvp);
auto vp = di->Viewpoint;
di->SetViewArea();
auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
@ -520,7 +519,6 @@ sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * ca
// Stereo mode specific perspective projection
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
vp.SetViewAngle(r_viewwindow);
// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
eye->GetViewShift(vp.HWAngles.Yaw.Degrees, viewShift);
@ -533,12 +531,11 @@ sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * ca
if (mainview)
{
if (toscreen) di->EndDrawScene(mainvp.sector); // do not call this for camera textures.
GLRenderer->PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector); });
PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector); });
}
di->EndDrawInfo();
GLRenderer->mDrawingScene2D = false;
if (!stereo3dMode.IsMono())
GLRenderer->mBuffers->BlitToEyeTexture(eye_ix);
mBuffers->BlitToEyeTexture(eye_ix);
}
interpolator.RestoreInterpolations ();

View file

@ -19,12 +19,7 @@ public:
GLPortal::drawer = this;
}
void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
void SetupView(FRenderViewpoint &vp, float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror);
void SetProjection(VSMatrix matrix);
void Set3DViewport(bool mainview);
sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
sector_t *RenderView(player_t *player);
void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
};

View file

@ -36,7 +36,6 @@ VSMatrix EyePose::GetProjection(float fov, float aspectRatio, float fovRatio) co
{
VSMatrix result;
// Lifted from gl_scene.cpp FGLRenderer::SetProjection()
float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
result.perspective(fovy, aspectRatio, FGLRenderer::GetZNear(), FGLRenderer::GetZFar());