- consolidated the 3 virtually identical instances of DrawScene and moved the function to HWDrawInfo.
The only backend dependent call in there, ambient occlusion, has been made a virtual of DFrameBuffer.
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90585c4931
commit
c203df5edb
12 changed files with 96 additions and 201 deletions
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@ -59,7 +59,6 @@ EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Bool, gl_no_skyclear)
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extern bool NoInterpolateView;
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extern int rendered_commandbuffers;
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@ -340,10 +339,7 @@ sector_t *PolyFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor * ca
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vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees);
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di->SetupView(*GetRenderState(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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// std::function until this can be done better in a cross-API fashion.
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di->ProcessScene(toscreen, [&](HWDrawInfo *di, int mode) {
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DrawScene(di, mode);
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});
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di->ProcessScene(toscreen);
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if (mainview)
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{
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@ -398,60 +394,6 @@ void PolyFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint,
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tex->SetUpdated(true);
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}
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void PolyFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
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{
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// To do: this is virtually identical to FGLRenderer::DrawScene and should be merged.
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static int recursion = 0;
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static int ssao_portals_available = 0;
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const auto &vp = di->Viewpoint;
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bool applySSAO = false;
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if (drawmode == DM_MAINVIEW)
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{
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ssao_portals_available = gl_ssao_portals;
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applySSAO = true;
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}
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else if (drawmode == DM_OFFSCREEN)
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{
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ssao_portals_available = 0;
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}
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else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
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{
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applySSAO = true;
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ssao_portals_available--;
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}
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if (vp.camera != nullptr)
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{
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ActorRenderFlags savedflags = vp.camera->renderflags;
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di->CreateScene(drawmode == DM_MAINVIEW);
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vp.camera->renderflags = savedflags;
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}
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else
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{
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di->CreateScene(false);
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}
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GetRenderState()->SetDepthMask(true);
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if (!gl_no_skyclear) mPortalState->RenderFirstSkyPortal(recursion, di, *GetRenderState());
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di->RenderScene(*GetRenderState());
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if (applySSAO && GetRenderState()->GetPassType() == GBUFFER_PASS)
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{
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//mPostprocess->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
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//mViewpoints->Bind(*GetRenderState(), di->vpIndex);
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}
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// Handle all portals after rendering the opaque objects but before
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// doing all translucent stuff
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recursion++;
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mPortalState->EndFrame(di, *GetRenderState());
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recursion--;
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di->RenderTranslucent(*GetRenderState());
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}
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static uint8_t ToIntColorComponent(float v)
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{
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return clamp((int)(v * 255.0f + 0.5f), 0, 255);
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@ -678,3 +620,8 @@ unsigned int PolyFrameBuffer::GetLightBufferBlockSize() const
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void PolyFrameBuffer::UpdateShadowMap()
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{
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}
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void PolyFrameBuffer::AmbientOccludeScene(float m5)
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{
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//mPostprocess->AmbientOccludeScene(m5);
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}
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