Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/renderer/gl_renderbuffers.cpp # src/gl/scene/gl_scene.cpp
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commit
5a0c61a2d5
37 changed files with 409 additions and 450 deletions
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@ -68,6 +68,7 @@
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_tonemapshader.h"
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#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/textures/gl_texture.h"
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@ -98,21 +99,30 @@ CVAR(Bool, gl_scale_viewport, true, 0);
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FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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{
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framebuffer = fb;
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mClipPortal = NULL;
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mCurrentPortal = NULL;
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mClipPortal = nullptr;
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mCurrentPortal = nullptr;
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mMirrorCount = 0;
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mPlaneMirrorCount = 0;
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mLightCount = 0;
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mAngles = FRotator(0.f, 0.f, 0.f);
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mViewVector = FVector2(0,0);
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mVBO = NULL;
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mSkyVBO = NULL;
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mVBO = nullptr;
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mSkyVBO = nullptr;
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gl_spriteindex = 0;
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mShaderManager = NULL;
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gllight = glpart2 = glpart = mirrortexture = NULL;
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mLights = NULL;
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mShaderManager = nullptr;
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gllight = glpart2 = glpart = mirrortexture = nullptr;
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mLights = nullptr;
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m2DDrawer = nullptr;
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mTonemapPalette = nullptr;
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mBuffers = nullptr;
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mPresentShader = nullptr;
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mBloomExtractShader = nullptr;
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mBloomCombineShader = nullptr;
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mBlurShader = nullptr;
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mTonemapShader = nullptr;
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mTonemapPalette = nullptr;
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mColormapShader = nullptr;
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mLensShader = nullptr;
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}
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void gl_LoadModels();
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@ -127,13 +137,14 @@ void FGLRenderer::Initialize(int width, int height)
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mBloomCombineShader = new FBloomCombineShader();
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mBlurShader = new FBlurShader();
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mTonemapShader = new FTonemapShader();
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mColormapShader = new FColormapShader();
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mTonemapPalette = nullptr;
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mLensShader = new FLensShader();
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mPresentShader = new FPresentShader();
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m2DDrawer = new F2DDrawer;
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// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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if (gl.buffermethod != BM_CLIENTARRAY)
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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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if (!gl.legacyMode)
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{
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glGenVertexArrays(1, &mVAOID);
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glBindVertexArray(mVAOID);
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@ -148,7 +159,7 @@ void FGLRenderer::Initialize(int width, int height)
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mVBO = new FFlatVertexBuffer(width, height);
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mSkyVBO = new FSkyVertexBuffer;
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if (gl.lightmethod != LM_SOFTWARE) mLights = new FLightBuffer();
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if (!gl.legacyMode) mLights = new FLightBuffer();
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else mLights = NULL;
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gl_RenderState.SetVertexBuffer(mVBO);
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mFBID = 0;
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@ -189,6 +200,7 @@ FGLRenderer::~FGLRenderer()
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if (mBlurShader) delete mBlurShader;
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if (mTonemapShader) delete mTonemapShader;
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if (mTonemapPalette) delete mTonemapPalette;
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if (mColormapShader) delete mColormapShader;
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if (mLensShader) delete mLensShader;
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}
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