- 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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@ -40,6 +40,7 @@
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/textures/gl_hwtexture.h"
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@ -189,6 +190,43 @@ void OpenGLFrameBuffer::Update()
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GLRenderer->SetOutputViewport(nullptr);
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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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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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extern int currentrenderer;
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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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// 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.legacyMode)
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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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@ -329,6 +367,29 @@ void OpenGLFrameBuffer::GetFlash(PalEntry &rgb, int &amount)
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amount = Flash.a;
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}
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void OpenGLFrameBuffer::InitForLevel()
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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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//===========================================================================
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//
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//
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//
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//===========================================================================
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void OpenGLFrameBuffer::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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//
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