- consolidated the 3 RenderViewpoint variants and took the function out of the framebuffer class.
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c203df5edb
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19 changed files with 85 additions and 229 deletions
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@ -226,7 +226,7 @@ void OpenGLFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int wid
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// This shouldn't overwrite the global viewpoint even for a short time.
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FRenderViewpoint savevp;
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sector_t* viewsector = GLRenderer->RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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sector_t* viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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glDisable(GL_STENCIL_TEST);
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gl_RenderState.SetNoSoftLightLevel();
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GLRenderer->CopyToBackbuffer(&bounds, false);
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@ -268,7 +268,7 @@ void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, AActor* Viewpoint
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bounds.height = FHardwareTexture::GetTexDimension(tex->GetHeight());
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FRenderViewpoint texvp;
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GLRenderer->RenderViewpoint(texvp, Viewpoint, &bounds, FOV, ratio, ratio, false, false);
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RenderViewpoint(texvp, Viewpoint, &bounds, FOV, ratio, ratio, false, false);
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GLRenderer->EndOffscreen();
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@ -344,7 +344,7 @@ sector_t *OpenGLFrameBuffer::RenderView(player_t *player)
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fovratio = ratio;
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}
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retsec = GLRenderer->RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
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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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@ -529,6 +529,25 @@ void OpenGLFrameBuffer::AmbientOccludeScene(float m5)
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gl_RenderState.Apply();
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}
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void OpenGLFrameBuffer::FirstEye()
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{
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GLRenderer->mBuffers->CurrentEye() = 0; // always begin at zero, in case eye count changed
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}
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void OpenGLFrameBuffer::NextEye(int eyecount)
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{
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GLRenderer->mBuffers->NextEye(eyecount);
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}
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void OpenGLFrameBuffer::SetSceneRenderTarget(bool useSSAO)
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{
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GLRenderer->mBuffers->BindSceneFB(useSSAO);
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}
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void OpenGLFrameBuffer::UpdateShadowMap()
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{
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GLRenderer->UpdateShadowMap();
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}
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//===========================================================================
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//
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@ -610,8 +629,9 @@ void OpenGLFrameBuffer::Draw2D()
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}
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}
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void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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if (!swscene) GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
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}
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