- moved viewport code to DFrameBuffer.

This commit is contained in:
Christoph Oelckers 2018-05-12 17:23:56 +02:00
commit c2a7a4bf30
16 changed files with 245 additions and 208 deletions

View file

@ -67,7 +67,6 @@
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
extern bool NoInterpolateView;
//===========================================================================
@ -225,117 +224,6 @@ FGLRenderer::~FGLRenderer()
delete mFXAALumaShader;
}
//==========================================================================
//
// Calculates the viewport values needed for 2D and 3D operations
//
//==========================================================================
void FGLRenderer::SetOutputViewport(GL_IRECT *bounds)
{
if (bounds)
{
mSceneViewport = *bounds;
mScreenViewport = *bounds;
mOutputLetterbox = *bounds;
return;
}
// Special handling so the view with a visible status bar displays properly
int height, width;
if (screenblocks >= 10)
{
height = framebuffer->GetHeight();
width = framebuffer->GetWidth();
}
else
{
height = (screenblocks*framebuffer->GetHeight() / 10) & ~7;
width = (screenblocks*framebuffer->GetWidth() / 10);
}
// Back buffer letterbox for the final output
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
if (clientWidth == 0 || clientHeight == 0)
{
// When window is minimized there may not be any client area.
// Pretend to the rest of the render code that we just have a very small window.
clientWidth = 160;
clientHeight = 120;
}
int screenWidth = framebuffer->GetWidth();
int screenHeight = framebuffer->GetHeight();
float scaleX, scaleY;
if (ViewportIsScaled43())
{
scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (screenHeight * 1.2f));
scaleY = scaleX * 1.2f;
}
else
{
scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (float)screenHeight);
scaleY = scaleX;
}
mOutputLetterbox.width = (int)round(screenWidth * scaleX);
mOutputLetterbox.height = (int)round(screenHeight * scaleY);
mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2;
mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2;
// The entire renderable area, including the 2D HUD
mScreenViewport.left = 0;
mScreenViewport.top = 0;
mScreenViewport.width = screenWidth;
mScreenViewport.height = screenHeight;
// Viewport for the 3D scene
mSceneViewport.left = viewwindowx;
mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2));
mSceneViewport.width = viewwidth;
mSceneViewport.height = height;
// Scale viewports to fit letterbox
bool notScaled = ((mScreenViewport.width == ViewportScaledWidth(mScreenViewport.width, mScreenViewport.height)) &&
(mScreenViewport.width == ViewportScaledHeight(mScreenViewport.width, mScreenViewport.height)) &&
!ViewportIsScaled43());
if ((gl_scale_viewport && !framebuffer->IsFullscreen() && notScaled) || !FGLRenderBuffers::IsEnabled())
{
mScreenViewport.width = mOutputLetterbox.width;
mScreenViewport.height = mOutputLetterbox.height;
mSceneViewport.left = (int)round(mSceneViewport.left * scaleX);
mSceneViewport.top = (int)round(mSceneViewport.top * scaleY);
mSceneViewport.width = (int)round(mSceneViewport.width * scaleX);
mSceneViewport.height = (int)round(mSceneViewport.height * scaleY);
// Without render buffers we have to render directly to the letterbox
if (!FGLRenderBuffers::IsEnabled())
{
mScreenViewport.left += mOutputLetterbox.left;
mScreenViewport.top += mOutputLetterbox.top;
mSceneViewport.left += mOutputLetterbox.left;
mSceneViewport.top += mOutputLetterbox.top;
}
}
s3d::Stereo3DMode::getCurrentMode().AdjustViewports();
}
//===========================================================================
//
// Calculates the OpenGL window coordinates for a zdoom screen position
//
//===========================================================================
int FGLRenderer::ScreenToWindowX(int x)
{
return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)framebuffer->GetWidth());
}
int FGLRenderer::ScreenToWindowY(int y)
{
return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)framebuffer->GetHeight());
}
//===========================================================================
//
//
@ -482,7 +370,7 @@ void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, doub
gltex->BindToFrameBuffer();
}
GL_IRECT bounds;
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = FHardwareTexture::GetTexDimension(gltex->GetWidth());
bounds.height = FHardwareTexture::GetTexDimension(gltex->GetHeight());
@ -516,7 +404,7 @@ void FGLRenderer::WriteSavePic(player_t *player, FileWriter *file, int width, in
void FGLRenderer::BeginFrame()
{
buffersActive = GLRenderer->mBuffers->Setup(GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mSceneViewport.width, GLRenderer->mSceneViewport.height);
buffersActive = GLRenderer->mBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
}
//===========================================================================
@ -579,6 +467,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
{
mBuffers->BindCurrentFB();
}
const auto &mScreenViewport = screen->mScreenViewport;
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
gl_RenderState.mViewMatrix.loadIdentity();
@ -641,10 +530,10 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
glEnable(GL_SCISSOR_TEST);
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
// Note that the origin here is the lower left corner!
auto sciX = ScreenToWindowX(cmd.mScissor[0]);
auto sciY = ScreenToWindowY(cmd.mScissor[3]);
auto sciW = ScreenToWindowX(cmd.mScissor[2]) - sciX;
auto sciH = ScreenToWindowY(cmd.mScissor[1]) - sciY;
auto sciX = screen->ScreenToWindowX(cmd.mScissor[0]);
auto sciY = screen->ScreenToWindowY(cmd.mScissor[3]);
auto sciW = screen->ScreenToWindowX(cmd.mScissor[2]) - sciX;
auto sciH = screen->ScreenToWindowY(cmd.mScissor[1]) - sciY;
glScissor(sciX, sciY, sciW, sciH);
}
else glDisable(GL_SCISSOR_TEST);