- moved around more stuff from the FRenderer interface.
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91813ec43d
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fcc33f0a09
11 changed files with 133 additions and 129 deletions
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@ -1003,10 +1003,6 @@ struct FGLInterface : public FRenderer
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void RenderView(player_t *player) override;
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void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
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void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, double fov) override;
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void PreprocessLevel() override;
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void SetClearColor(int color) override;
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uint32_t GetCaps() override;
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};
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//==========================================================================
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@ -1021,20 +1017,6 @@ void FGLInterface::Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actor
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gl_PrecacheTexture(texhitlist, actorhitlist);
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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 FGLInterface::SetClearColor(int color)
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{
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PalEntry pe = GPalette.BaseColors[color];
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GLRenderer->mSceneClearColor[0] = pe.r / 255.f;
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GLRenderer->mSceneClearColor[1] = pe.g / 255.f;
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GLRenderer->mSceneClearColor[2] = pe.b / 255.f;
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}
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//===========================================================================
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//
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// Render the view to a savegame picture
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@ -1110,44 +1092,6 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, do
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camtexcount++;
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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 FGLInterface::PreprocessLevel()
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{
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if (GLRenderer != NULL)
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{
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GLRenderer->SetupLevel();
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}
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}
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uint32_t FGLInterface::GetCaps()
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{
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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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RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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if (gl_legacy_mode)
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{
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// legacy mode always has truecolor because palette tonemap is not available
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FlagSet |= RFF_TRUECOLOR;
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}
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else if (!(FGLRenderBuffers::IsEnabled()))
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{
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// truecolor is always available when renderbuffers are unavailable because palette tonemap is not possible
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FlagSet |= RFF_TRUECOLOR | RFF_MATSHADER | RFF_BRIGHTMAP;
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}
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else
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{
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if (gl_tonemap != 5) // not running palette tonemap shader
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FlagSet |= RFF_TRUECOLOR;
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FlagSet |= RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
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}
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return (uint32_t)FlagSet;
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}
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//===========================================================================
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//
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//
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