mirror of
https://github.com/ZDoom/raze-gles.git
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243 lines
7.3 KiB
C++
243 lines
7.3 KiB
C++
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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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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#include "gl_load/gl_system.h"
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#include "files.h"
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#include "v_video.h"
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#include "m_png.h"
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#include "filesystem.h"
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#include "i_time.h"
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#include "cmdlib.h"
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//#include "swrenderer/r_swscene.h"
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//#include "hwrenderer/utility/hw_clock.h"
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#include "gl_load/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gamecvars.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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//#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/shaders/gl_shaderprogram.h"
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//#include "hwrenderer/data/flatvertices.h"
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//#include "gl/textures/gl_samplers.h"
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//#include "hwrenderer/dynlights/hw_lightbuffer.h"
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//#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "r_videoscale.h"
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//#include "r_data/models/models.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/system/gl_buffers.h"
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Bool, cl_capfps)
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extern bool NoInterpolateView;
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void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
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namespace OpenGLRenderer
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{
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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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FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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{
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framebuffer = fb;
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}
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void FGLRenderer::Initialize(int width, int height)
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{
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mScreenBuffers = new FGLRenderBuffers();
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mSaveBuffers = new FGLRenderBuffers();
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mBuffers = mScreenBuffers;
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mPresentShader = new FPresentShader();
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mPresent3dCheckerShader = new FPresent3DCheckerShader();
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mPresent3dColumnShader = new FPresent3DColumnShader();
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mPresent3dRowShader = new FPresent3DRowShader();
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//glGenQueries(1, &PortalQueryObject);
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// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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glGenVertexArrays(1, &mVAOID);
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glBindVertexArray(mVAOID);
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FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
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mFBID = 0;
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mOldFBID = 0;
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//mShaderManager = new FShaderManager;
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//mSamplerManager = new FSamplerManager;
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}
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FGLRenderer::~FGLRenderer()
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{
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//FlushModels();
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//TexMan.FlushAll();
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//if (mShaderManager != nullptr) delete mShaderManager;
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//if (mSamplerManager != nullptr) delete mSamplerManager;
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if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
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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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//if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject);
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//if (swdrawer) delete swdrawer;
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if (mBuffers) delete mBuffers;
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if (mSaveBuffers) delete mSaveBuffers;
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if (mPresentShader) delete mPresentShader;
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if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
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if (mPresent3dColumnShader) delete mPresent3dColumnShader;
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if (mPresent3dRowShader) delete mPresent3dRowShader;
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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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bool FGLRenderer::StartOffscreen()
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{
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bool firstBind = (mFBID == 0);
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if (mFBID == 0)
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glGenFramebuffers(1, &mFBID);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
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glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
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if (firstBind)
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FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB");
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return 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::EndOffscreen()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID);
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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::BindToFrameBuffer(FMaterial *mat)
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{
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#if 0
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auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0, 0));
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if (BaseLayer == nullptr)
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{
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// must create the hardware texture first
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BaseLayer->BindOrCreate(mat->sourcetex, 0, 0, 0, 0);
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FHardwareTexture::Unbind(0);
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gl_RenderState.ClearLastMaterial();
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}
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BaseLayer->BindToFrameBuffer(mat->GetWidth(), mat->GetHeight());
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#endif
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}
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//===========================================================================
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//
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// Render the view to a savegame picture
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//
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//===========================================================================
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#if 0
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void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
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{
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IntRect bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.width = width;
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bounds.height = height;
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// we must be sure the GPU finished reading from the buffer before we fill it with new data.
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glFinish();
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// Switch to render buffers dimensioned for the savepic
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mBuffers = mSaveBuffers;
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hw_ClearFakeFlat();
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gl_RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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// This shouldn't overwrite the global viewpoint even for a short time.
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FRenderViewpoint savevp;
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sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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glDisable(GL_STENCIL_TEST);
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gl_RenderState.SetNoSoftLightLevel();
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CopyToBackbuffer(&bounds, false);
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// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
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glFinish();
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int numpixels = width * height;
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uint8_t * scr = (uint8_t *)M_Malloc(numpixels * 3);
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glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
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DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, true);
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M_Free(scr);
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// Switch back the screen render buffers
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screen->SetViewportRects(nullptr);
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mBuffers = mScreenBuffers;
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}
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#endif
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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::BeginFrame()
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{
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mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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//mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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}
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}
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