- cleanup of the 2D interface.

Lots of this was still laid out for DirectDraw. This removes most of Begin2D so that it can be done more cleanlz.
Note that this commit renders weapon sprites and screen blends incorrectly. Those will be fixed in an upcoming commit.
This commit is contained in:
Christoph Oelckers 2018-04-29 20:15:19 +02:00
commit 67cb6e63b5
10 changed files with 42 additions and 89 deletions

View file

@ -134,7 +134,7 @@ void GLSceneDrawer::Reset3DViewport()
void GLSceneDrawer::Set3DViewport(bool mainview)
{
if (mainview && GLRenderer->mBuffers->Setup(GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mSceneViewport.width, GLRenderer->mSceneViewport.height))
if (mainview && GLRenderer->buffersActive)
{
bool useSSAO = (gl_ssao != 0);
GLRenderer->mBuffers->BindSceneFB(useSSAO);
@ -526,8 +526,6 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
glDisable(GL_STENCIL_TEST);
GLRenderer->framebuffer->Begin2D(false);
Reset3DViewport();
// Delay drawing psprites until after bloom has been applied, if enabled.
@ -776,7 +774,6 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);
screen->Begin2D(false);
if (!FGLRenderBuffers::IsEnabled())
{
DrawBlend(viewsector);