- 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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12 changed files with 96 additions and 201 deletions
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@ -88,6 +88,7 @@ public:
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void BeginFrame() override;
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void BlurScene(float amount) override;
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void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
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void AmbientOccludeScene(float m5) override;
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IHardwareTexture *CreateHardwareTexture() override;
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FMaterial* CreateMaterial(FGameTexture* tex, int scaleflags) override;
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@ -114,7 +115,6 @@ public:
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private:
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sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
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void DrawScene(HWDrawInfo *di, int drawmode);
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void PrintStartupLog();
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void CreateFanToTrisIndexBuffer();
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void CopyScreenToBuffer(int w, int h, void *data);
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