- moved the screen blending code out of the renderer.
This is better be made part of the 2D interface. That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer. Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
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52d73eabbf
commit
de15b589c0
13 changed files with 140 additions and 175 deletions
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@ -558,10 +558,6 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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gl_RenderState.SetSoftLightLevel(-1);
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if (!FGLRenderBuffers::IsEnabled())
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{
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DrawBlend(viewsector);
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}
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// Restore standard rendering state
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -635,17 +631,6 @@ void GLSceneDrawer::SetFixedColormap (player_t *player)
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gl_RenderState.SetFixedColormap(FixedColormap);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::DrawBlend(sector_t *viewsector)
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{
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GLRenderer->DrawBlend(viewsector, !!FixedColormap, true);
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}
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//-----------------------------------------------------------------------------
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//
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// Renders one viewpoint in a scene
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@ -727,8 +712,6 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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gl_RenderState.mProjectionMatrix.ortho(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mScreenViewport.top, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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}
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DrawBlend(lviewsector);
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}
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FDrawInfo::EndDrawInfo();
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GLRenderer->mDrawingScene2D = false;
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@ -770,7 +753,9 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
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gl_RenderState.SetSoftLightLevel(-1);
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if (!FGLRenderBuffers::IsEnabled())
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{
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DrawBlend(viewsector);
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// Since this doesn't do any of the 2D rendering it needs to draw the screen blend itself before extracting the image.
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screen->DrawBlend(viewsector);
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screen->Draw2D();
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}
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GLRenderer->CopyToBackbuffer(&bounds, false);
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glFlush();
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