- moved gl_spritelight out of gl/. This required a few more changes:
* split gl_shadowmap.cpp into a GL dependent and an API independent part. * gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
This commit is contained in:
parent
819ea8f937
commit
634b3cf413
12 changed files with 256 additions and 193 deletions
|
|
@ -256,6 +256,7 @@ void GLSceneDrawer::CreateScene()
|
|||
gl_drawinfo->mAngles = GLRenderer->mAngles;
|
||||
gl_drawinfo->mViewVector = GLRenderer->mViewVector;
|
||||
gl_drawinfo->mViewActor = GLRenderer->mViewActor;
|
||||
gl_drawinfo->mShadowMap = &GLRenderer->mShadowMap;
|
||||
|
||||
RenderBSPNode (level.HeadNode());
|
||||
if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
|
||||
|
|
@ -581,7 +582,6 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
|
|||
|
||||
void GLSceneDrawer::ProcessScene(bool toscreen)
|
||||
{
|
||||
FDrawInfo::StartDrawInfo(this);
|
||||
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
|
||||
GLPortal::BeginScene();
|
||||
|
||||
|
|
@ -590,7 +590,6 @@ void GLSceneDrawer::ProcessScene(bool toscreen)
|
|||
CurrentMapSections.Zero();
|
||||
CurrentMapSections.Set(mapsection);
|
||||
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
|
||||
FDrawInfo::EndDrawInfo();
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -714,8 +713,11 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
|
|||
SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
|
||||
gl_RenderState.ApplyMatrices();
|
||||
|
||||
FDrawInfo::StartDrawInfo(this);
|
||||
ProcessScene(toscreen);
|
||||
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
|
||||
FDrawInfo::EndDrawInfo();
|
||||
|
||||
if (mainview && FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(lviewsector); });
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue