- merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors. - changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
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parent
fde87c40d2
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32 changed files with 95 additions and 213 deletions
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@ -195,13 +195,13 @@ void OpenGLFrameBuffer::Update()
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//
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//
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//===========================================================================
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extern int currentrenderer;
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void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
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{
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if (currentrenderer == 0)
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if (!V_IsHardwareRenderer())
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{
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Super::RenderTextureView(tex, Viewpoint, FOV);
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}
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else if (GLRenderer != nullptr)
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{
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GLRenderer->RenderTextureView(tex, Viewpoint, FOV);
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@ -217,7 +217,7 @@ void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint
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void OpenGLFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
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{
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if (currentrenderer == 0)
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if (!V_IsHardwareRenderer())
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Super::WriteSavePic(player, file, width, height);
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if (GLRenderer != nullptr)
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@ -249,7 +249,8 @@ EXTERN_CVAR(Int, gl_tonemap)
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uint32_t OpenGLFrameBuffer::GetCaps()
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{
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if (currentrenderer == 0) return Super::GetCaps();
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if (!V_IsHardwareRenderer())
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return Super::GetCaps();
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// describe our basic feature set
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ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
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