- moved around more stuff from the FRenderer interface.

This commit is contained in:
Christoph Oelckers 2018-04-03 22:50:47 +02:00
commit fcc33f0a09
11 changed files with 133 additions and 129 deletions

View file

@ -1003,10 +1003,6 @@ struct FGLInterface : public FRenderer
void RenderView(player_t *player) override;
void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, double fov) override;
void PreprocessLevel() override;
void SetClearColor(int color) override;
uint32_t GetCaps() override;
};
//==========================================================================
@ -1021,20 +1017,6 @@ void FGLInterface::Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actor
gl_PrecacheTexture(texhitlist, actorhitlist);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::SetClearColor(int color)
{
PalEntry pe = GPalette.BaseColors[color];
GLRenderer->mSceneClearColor[0] = pe.r / 255.f;
GLRenderer->mSceneClearColor[1] = pe.g / 255.f;
GLRenderer->mSceneClearColor[2] = pe.b / 255.f;
}
//===========================================================================
//
// Render the view to a savegame picture
@ -1110,44 +1092,6 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, do
camtexcount++;
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::PreprocessLevel()
{
if (GLRenderer != NULL)
{
GLRenderer->SetupLevel();
}
}
uint32_t FGLInterface::GetCaps()
{
// describe our basic feature set
ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL;
if (r_drawvoxels)
FlagSet |= RFF_VOXELS;
if (gl_legacy_mode)
{
// legacy mode always has truecolor because palette tonemap is not available
FlagSet |= RFF_TRUECOLOR;
}
else if (!(FGLRenderBuffers::IsEnabled()))
{
// truecolor is always available when renderbuffers are unavailable because palette tonemap is not possible
FlagSet |= RFF_TRUECOLOR | RFF_MATSHADER | RFF_BRIGHTMAP;
}
else
{
if (gl_tonemap != 5) // not running palette tonemap shader
FlagSet |= RFF_TRUECOLOR;
FlagSet |= RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
}
return (uint32_t)FlagSet;
}
//===========================================================================
//
//