mirror of
https://github.com/ZDoom/raze-gles.git
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264 lines
8.1 KiB
C++
264 lines
8.1 KiB
C++
/*
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** gl_renderer.cpp
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** Renderer interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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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 "m_png.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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#include "../glbackend/gl_hwtexture.h"
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#include "build.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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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(gl_multisample);
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mSaveBuffers = new FGLRenderBuffers(0);
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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(FTexture *mat)
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{
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auto pBaseLayer = mat->GetHardwareTexture(0);
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auto BaseLayer = pBaseLayer ? *pBaseLayer : nullptr;
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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->CreateTexture(mat->GetWidth(), mat->GetHeight(), FHardwareTexture::TrueColor, false);
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}
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BaseLayer->BindToFrameBuffer(mat->GetWidth(), mat->GetHeight());
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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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void FGLRenderer::WriteSavePic ( 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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mBuffers->BindSceneFB(false);
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screen->SetViewportRects(&bounds);
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int oldx = xdim;
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int oldy = ydim;
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auto oldwindowxy1 = windowxy1;
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auto oldwindowxy2 = windowxy2;
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xdim = width;
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ydim = height;
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videoSetViewableArea(0, 0, width - 1, height - 1);
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renderSetAspect(65536, 65536);
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calc_ylookup(width, height);
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bool didit = gi->GenerateSavePic();
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xdim = oldx;
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ydim = oldy;
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videoSetViewableArea(oldwindowxy1.x, oldwindowxy1.y, oldwindowxy2.x, oldwindowxy2.y);
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calc_ylookup(bytesperline, ydim);
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modechange = 1;
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// The 2D drawers can contain some garbage from the dirty render setup. Get rid of that first.
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twodgen.Clear();
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twodpsp.Clear();
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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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if (didit)
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{
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int numpixels = width * height;
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uint8_t* scr = (uint8_t*)Xmalloc(numpixels * 3);
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glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, scr);
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M_CreatePNG(file, scr + ((height - 1) * width * 3), nullptr, SS_RGB, width, height, -width * 3, vid_gamma);
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M_FinishPNG(file);
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Xfree(scr);
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}
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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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bool useSSAO = (gl_ssao != 0);
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mBuffers->BindSceneFB(useSSAO);
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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::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(240, 180, 240, 180);
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}
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}
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