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https://github.com/ZDoom/raze-gles.git
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Merge branch 'master' of https://github.com/coelckers/Raze
This commit is contained in:
commit
f6251cdf66
3 changed files with 11 additions and 14 deletions
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@ -432,20 +432,20 @@ void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()
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void videoShowFrame(int32_t w)
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{
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static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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if (gl_ssao)
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{
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glDrawBuffers(1, buffers);
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OpenGLRenderer::GLRenderer->AmbientOccludeScene(GLInterface.GetMatrix(Matrix_Projection).get()[5]);
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if (gl_ssao)
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{
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glDrawBuffers(1, buffers);
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OpenGLRenderer::GLRenderer->AmbientOccludeScene(GLInterface.GetProjectionM5());
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glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
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OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true);
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glDrawBuffers(3, buffers);
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OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true);
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glDrawBuffers(3, buffers);
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// To do: the translucent part of the scene should be drawn here
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glDrawBuffers(1, buffers);
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}
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}
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OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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screen->PostProcessScene(0, []() {
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@ -317,6 +317,7 @@ void GLInstance::UnbindAllTextures()
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void GLInstance::SetMatrix(int num, const VSMatrix *mat)
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{
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if (num == Matrix_Projection) mProjectionM5 = mat->get()[5];
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renderState.matrixIndex[num] = matrixArray.Size();
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matrixArray.Push(*mat);
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}
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@ -199,8 +199,7 @@ class GLInstance
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int LastVB_Offset[2] = {};
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IIndexBuffer* LastIndexBuffer = nullptr;
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VSMatrix matrices[NUMMATRICES];
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float mProjectionM5 = 1.0f; // needed by ssao
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PolymostRenderState renderState;
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FShader* activeShader;
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PolymostShader* polymostShader;
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@ -260,10 +259,7 @@ public:
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LastIndexBuffer = (IIndexBuffer*)~intptr_t(0);
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}
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const VSMatrix &GetMatrix(int num)
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{
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return matrices[num];
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}
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float GetProjectionM5() { return mProjectionM5; }
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void SetMatrix(int num, const VSMatrix *mat );
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void SetMatrix(int num, const float *mat)
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{
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