mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 20:40:47 +00:00
- things are mostly working again.
Rendering produces an image again, input gets properly processed, but unsynchronised mouse input isn't properly applied yet.
This commit is contained in:
parent
38d10cc591
commit
765f211e05
6 changed files with 25 additions and 9 deletions
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@ -138,7 +138,6 @@ void S_ParseSndInfo();
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void I_DetectOS(void);
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void I_DetectOS(void);
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void LoadScripts();
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void LoadScripts();
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void app_loop();
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void app_loop();
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void DrawFullscreenBlends();
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void MainLoop();
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void MainLoop();
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@ -904,7 +903,7 @@ void TickSubsystems()
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if (cnt == 5) nexttick = nowtick + tickInterval;
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if (cnt == 5) nexttick = nowtick + tickInterval;
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}
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}
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static void updatePauseStatus()
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void updatePauseStatus()
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{
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{
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// This must go through the network in multiplayer games.
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// This must go through the network in multiplayer games.
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if (M_Active() || System_WantGuiCapture())
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if (M_Active() || System_WantGuiCapture())
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@ -16,6 +16,7 @@ class FArgs;
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extern bool GUICapture;
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extern bool GUICapture;
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extern bool AppActive;
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extern bool AppActive;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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extern bool r_NoInterpolate;
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extern FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown.
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extern FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown.
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@ -49,6 +50,7 @@ int32_t CONFIG_GetMapBestTime(char const* const mapname, uint8_t const* const ma
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int CONFIG_SetMapBestTime(uint8_t const* const mapmd4, int32_t tm);
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int CONFIG_SetMapBestTime(uint8_t const* const mapmd4, int32_t tm);
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int GameMain();
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int GameMain();
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void startmainmenu();
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void startmainmenu();
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void updatePauseStatus();
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struct UserConfig
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struct UserConfig
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{
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{
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@ -160,6 +160,7 @@ int32_t handleevents(void)
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setViewport(hud_size);
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setViewport(hud_size);
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setsizeneeded = false;
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setsizeneeded = false;
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}
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}
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#pragma message ("only for old game loop")
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twod->SetSize(screen->GetWidth(), screen->GetHeight());
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twod->SetSize(screen->GetWidth(), screen->GetHeight());
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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@ -179,6 +179,7 @@ static void GameTicker()
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}
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}
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C_RunDelayedCommands();
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C_RunDelayedCommands();
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updatePauseStatus();
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switch (gamestate)
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switch (gamestate)
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{
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{
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@ -191,6 +192,7 @@ static void GameTicker()
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case GS_LEVEL:
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case GS_LEVEL:
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gameupdatetime.Reset();
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gameupdatetime.Reset();
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gameupdatetime.Clock();
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gameupdatetime.Clock();
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gameclock += 120 / GameTicRate;
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gi->Ticker();
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gi->Ticker();
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gameupdatetime.Unclock();
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gameupdatetime.Unclock();
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break;
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break;
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@ -238,6 +240,12 @@ void Display()
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case GS_LEVEL:
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case GS_LEVEL:
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if (gametic != 0)
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if (gametic != 0)
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{
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{
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screen->BeginFrame();
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screen->SetSceneRenderTarget(gl_ssao != 0);
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twodpsp.Clear();
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twod->Clear();
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twod->SetSize(screen->GetWidth(), screen->GetHeight());
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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gi->Render();
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gi->Render();
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DrawFullscreenBlends();
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DrawFullscreenBlends();
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}
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}
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@ -259,7 +267,7 @@ void Display()
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DrawRateStuff();
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DrawRateStuff();
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}
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}
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videoShowFrame(0);
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videoShowFrame(1);
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}
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}
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//==========================================================================
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//==========================================================================
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@ -68,7 +68,9 @@ void GameInterface::Ticker()
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{
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{
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global_random = krand();
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global_random = krand();
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movedummyplayers();//ST 13
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movedummyplayers();//ST 13
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r_NoInterpolate = false;
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}
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}
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else r_NoInterpolate = true;
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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{
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@ -489,13 +489,17 @@ void videoShowFrame(int32_t w)
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});
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});
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screen->Update();
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screen->Update();
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screen->mVertexData->Reset();
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screen->mVertexData->Reset();
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videoSetBrightness(0); // immediately reset this after rendering so that the value doesn't stick around in the backend.
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// After finishing the frame, reset everything for the next frame. This needs to be done better.
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// After finishing the frame, reset everything for the next frame. This needs to be done better.
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if (!w)
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{
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screen->BeginFrame();
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screen->BeginFrame();
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bool useSSAO = (gl_ssao != 0);
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bool useSSAO = (gl_ssao != 0);
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screen->SetSceneRenderTarget(useSSAO);
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screen->SetSceneRenderTarget(useSSAO);
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twodpsp.Clear();
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twodpsp.Clear();
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twod->Clear();
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twod->Clear();
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videoSetBrightness(0); // immediately reset this after rendering so that the value doesn't stick around in the backend.
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}
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}
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}
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TMap<int64_t, bool> cachemap;
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TMap<int64_t, bool> cachemap;
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