- fix gamepic render buffer issues
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parent
dea1d0259d
commit
f03c02df43
9 changed files with 40 additions and 25 deletions
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@ -35,6 +35,7 @@
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#include "p_effect.h"
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#include "d_player.h"
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#include "a_dynlight.h"
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#include "g_game.h"
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#include "swrenderer/r_swscene.h"
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#include "hwrenderer/utility/hw_clock.h"
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@ -96,6 +97,8 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mLights = nullptr;
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mTonemapPalette = nullptr;
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mBuffers = nullptr;
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mScreenBuffers = nullptr;
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mSaveBuffers = nullptr;
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mPresentShader = nullptr;
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mPresent3dCheckerShader = nullptr;
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mPresent3dColumnShader = nullptr;
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@ -122,7 +125,9 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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void FGLRenderer::Initialize(int width, int height)
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{
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mBuffers = new FGLRenderBuffers();
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mScreenBuffers = new FGLRenderBuffers();
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mSaveBuffers = new FGLRenderBuffers();
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mBuffers = mScreenBuffers;
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mLinearDepthShader = new FLinearDepthShader();
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mDepthBlurShader = new FDepthBlurShader();
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mSSAOShader = new FSSAOShader();
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@ -400,7 +405,9 @@ void FGLRenderer::WriteSavePic(player_t *player, FileWriter *file, int width, in
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void FGLRenderer::BeginFrame()
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{
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buffersActive = GLRenderer->mBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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buffersActive = GLRenderer->mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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if (buffersActive)
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buffersActive = GLRenderer->mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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}
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//===========================================================================
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