mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-30 08:51:08 +00:00
- place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
This commit is contained in:
parent
7ea053bd90
commit
ad24a1ce31
24 changed files with 204 additions and 163 deletions
|
@ -64,6 +64,8 @@ void gl_PrintStartupLog();
|
|||
|
||||
extern bool vid_hdr_active;
|
||||
|
||||
void DrawFullscreenBlends();
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
FGLRenderer *GLRenderer;
|
||||
|
@ -405,7 +407,8 @@ void OpenGLFrameBuffer::Draw2D()
|
|||
if (GLRenderer != nullptr)
|
||||
{
|
||||
GLRenderer->mBuffers->BindCurrentFB();
|
||||
GLInterface.Draw2D(&twod);
|
||||
::DrawFullscreenBlends();
|
||||
GLInterface.Draw2D(&twodgen);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -416,3 +419,18 @@ void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()
|
|||
|
||||
|
||||
}
|
||||
|
||||
void videoShowFrame(int32_t w)
|
||||
{
|
||||
OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
|
||||
screen->PostProcessScene(0, []() {
|
||||
GLInterface.Draw2D(&twodpsp); // draws the weapon sprites
|
||||
});
|
||||
screen->Update();
|
||||
// After finishing the frame, reset everything for the next frame. This needs to be done better.
|
||||
screen->BeginFrame();
|
||||
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false);
|
||||
twodpsp.Clear();
|
||||
twodgen.Clear();
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue