- 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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@ -656,7 +656,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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eye->SetUp();
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screen->SetOutputViewport(bounds);
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screen->SetViewportRects(bounds);
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Set3DViewport(mainview);
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GLRenderer->mDrawingScene2D = true;
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GLRenderer->mCurrentFoV = fov;
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@ -713,20 +713,24 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
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{
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IntRect bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.width = width;
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bounds.height = height;
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// if GLRenderer->mVBO is persistently mapped we must be sure the GPU finished reading from it before we fill it with new data.
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glFinish();
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// Switch to render buffers dimensioned for the savepic
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GLRenderer->mBuffers = GLRenderer->mSaveBuffers;
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P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
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bounds.left=0;
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bounds.top=0;
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bounds.width=width;
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bounds.height=height;
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glFlush();
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SetFixedColormap(player);
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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GLRenderer->mVBO->Reset();
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if (!gl.legacyMode) GLRenderer->mLights->Clear();
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sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
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r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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glDisable(GL_STENCIL_TEST);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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gl_RenderState.SetSoftLightLevel(-1);
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@ -737,12 +741,16 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
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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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screen->SetOutputViewport(nullptr);
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// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
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glFinish();
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uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3);
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glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
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M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width * 3, Gamma);
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M_Free(scr);
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// Switch back the screen render buffers
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screen->SetViewportRects(nullptr);
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GLRenderer->mBuffers = GLRenderer->mScreenBuffers;
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}
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