- reworked canvas texture updater to avoid passing game data to the render backends.

These are now handled one level above using a callback to perform the actual rendering.
This commit is contained in:
Christoph Oelckers 2020-04-25 14:13:36 +02:00
commit 730d07fbf7
7 changed files with 37 additions and 21 deletions

View file

@ -210,23 +210,21 @@ void OpenGLFrameBuffer::CopyScreenToBuffer(int width, int height, uint8_t* scr)
//
//===========================================================================
void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, AActor* Viewpoint, double FOV)
void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
{
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
float ratio = tex->aspectRatio;
GLRenderer->StartOffscreen();
GLRenderer->BindToFrameBuffer(tex);
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
float ratio = tex->aspectRatio;
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = FHardwareTexture::GetTexDimension(tex->GetWidth());
bounds.height = FHardwareTexture::GetTexDimension(tex->GetHeight());
FRenderViewpoint texvp;
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, ratio, ratio, false, false);
renderFunc(bounds);
GLRenderer->EndOffscreen();
tex->SetUpdated(true);
@ -283,7 +281,12 @@ sector_t *OpenGLFrameBuffer::RenderView(player_t *player)
{
Level->canvasTextureInfo.UpdateAll([&](AActor* camera, FCanvasTexture* camtex, double fov)
{
RenderTextureView(camtex, camera, fov);
RenderTextureView(camtex, [=](IntRect &bounds)
{
FRenderViewpoint texvp;
float ratio = camtex->aspectRatio;
RenderViewpoint(texvp, camera, &bounds, fov, ratio, ratio, false, false);
});
});
}
NoInterpolateView = saved_niv;