- moved RenderView out of the framebuffer classes to complete the consolidation of the renderer's entry points.
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9dceedd3b0
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10bc37b37e
14 changed files with 108 additions and 289 deletions
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@ -57,8 +57,6 @@ EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Bool, cl_capfps)
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extern bool NoInterpolateView;
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void gl_LoadExtensions();
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void gl_PrintStartupLog();
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void Draw2D(F2DDrawer *drawer, FRenderState &state);
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@ -228,89 +226,6 @@ void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<voi
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static_cast<OpenGLFrameBuffer*>(screen)->camtexcount++;
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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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sector_t *OpenGLFrameBuffer::RenderView(player_t *player)
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{
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if (GLRenderer != nullptr)
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{
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gl_RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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sector_t* retsec;
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if (!V_IsHardwareRenderer())
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{
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if (GLRenderer->swdrawer == nullptr) GLRenderer->swdrawer = new SWSceneDrawer;
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retsec = GLRenderer->swdrawer->RenderView(player);
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}
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else
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{
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hw_ClearFakeFlat();
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iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
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checkBenchActive();
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// reset statistics counters
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ResetProfilingData();
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// Get this before everything else
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if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
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else r_viewpoint.TicFrac = I_GetTimeFrac();
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
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bool saved_niv = NoInterpolateView;
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NoInterpolateView = false;
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// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
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if (player->camera)
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gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime);
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// prepare all camera textures that have been used in the last frame.
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// This must be done for all levels, not just the primary one!
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for (auto Level : AllLevels())
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{
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Level->canvasTextureInfo.UpdateAll([&](AActor* camera, FCanvasTexture* camtex, double fov)
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{
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RenderTextureView(camtex, [=](IntRect &bounds)
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{
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FRenderViewpoint texvp;
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float ratio = camtex->aspectRatio;
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RenderViewpoint(texvp, camera, &bounds, fov, ratio, ratio, false, false);
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});
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});
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}
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NoInterpolateView = saved_niv;
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// now render the main view
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float fovratio;
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float ratio = r_viewwindow.WidescreenRatio;
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if (r_viewwindow.WidescreenRatio >= 1.3f)
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{
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fovratio = 1.333333f;
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}
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else
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{
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fovratio = ratio;
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}
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retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
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}
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All.Unclock();
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return retsec;
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}
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return nullptr;
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}
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//===========================================================================
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//
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//
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@ -388,12 +303,6 @@ void OpenGLFrameBuffer::SetVSync(bool vsync)
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//
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//===========================================================================
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void OpenGLFrameBuffer::CleanForRestart()
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{
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if (GLRenderer)
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GLRenderer->ResetSWScene();
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}
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void OpenGLFrameBuffer::SetTextureFilterMode()
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{
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if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
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