// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_scene.cpp ** manages the rendering of the player's view ** */ #include "gl_load/gl_system.h" #include "gi.h" #include "m_png.h" #include "doomstat.h" #include "g_level.h" #include "r_data/r_interpolate.h" #include "r_utility.h" #include "d_player.h" #include "p_effect.h" #include "sbar.h" #include "po_man.h" #include "p_local.h" #include "serializer.h" #include "g_levellocals.h" #include "hwrenderer/dynlights/hw_dynlightdata.h" #include "gl/dynlights/gl_lightbuffer.h" #include "gl_load/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "hwrenderer/utility/hw_cvars.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/data/gl_vertexbuffer.h" #include "hwrenderer/scene/hw_clipper.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/scene/gl_scenedrawer.h" #include "gl/stereo3d/gl_stereo3d.h" #include "hwrenderer/utility/scoped_view_shifter.h" //========================================================================== // // CVARs // //========================================================================== CVAR(Bool, gl_texture, true, 0) CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) EXTERN_CVAR (Bool, cl_capfps) EXTERN_CVAR (Bool, r_deathcamera) EXTERN_CVAR (Float, r_visibility) EXTERN_CVAR (Bool, r_drawvoxels) //----------------------------------------------------------------------------- // // R_FrustumAngle // //----------------------------------------------------------------------------- angle_t GLSceneDrawer::FrustumAngle() { float tilt = fabs(GLRenderer->mAngles.Pitch.Degrees); // If the pitch is larger than this you can look all around at a FOV of 90° if (tilt > 46.0f) return 0xffffffff; // ok, this is a gross hack that barely works... // but at least it doesn't overestimate too much... double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*GLRenderer->mCurrentFoV*48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0; angle_t a1 = DAngle(floatangle).BAMs(); if (a1 >= ANGLE_180) return 0xffffffff; return a1; } //----------------------------------------------------------------------------- // // resets the 3D viewport // //----------------------------------------------------------------------------- void GLSceneDrawer::Reset3DViewport() { glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height); } //----------------------------------------------------------------------------- // // sets 3D viewport and initial state // //----------------------------------------------------------------------------- void GLSceneDrawer::Set3DViewport(bool mainview) { if (mainview && GLRenderer->buffersActive) { bool useSSAO = (gl_ssao != 0); GLRenderer->mBuffers->BindSceneFB(useSSAO); gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS); gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.Apply(); } // Always clear all buffers with scissor test disabled. // This is faster on newer hardware because it allows the GPU to skip // reading from slower memory where the full buffers are stored. glDisable(GL_SCISSOR_TEST); glClearColor(GLRenderer->mSceneClearColor[0], GLRenderer->mSceneClearColor[1], GLRenderer->mSceneClearColor[2], 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); const auto &bounds = screen->mSceneViewport; glViewport(bounds.left, bounds.top, bounds.width, bounds.height); glScissor(bounds.left, bounds.top, bounds.width, bounds.height); glEnable(GL_SCISSOR_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS,0,~0); // default stencil glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); } //----------------------------------------------------------------------------- // // Setup the camera position // //----------------------------------------------------------------------------- void GLSceneDrawer::SetViewAngle(DAngle viewangle) { GLRenderer->mAngles.Yaw = float(270.0-viewangle.Degrees); DVector2 v = r_viewpoint.Angles.Yaw.ToVector(); GLRenderer->mViewVector.X = v.X; GLRenderer->mViewVector.Y = v.Y; R_SetViewAngle(r_viewpoint, r_viewwindow); } //----------------------------------------------------------------------------- // // SetProjection // sets projection matrix // //----------------------------------------------------------------------------- void GLSceneDrawer::SetProjection(VSMatrix matrix) { gl_RenderState.mProjectionMatrix.loadIdentity(); gl_RenderState.mProjectionMatrix.multMatrix(matrix); } //----------------------------------------------------------------------------- // // Setup the modelview matrix // //----------------------------------------------------------------------------- void GLSceneDrawer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror) { float mult = mirror? -1:1; float planemult = planemirror? -level.info->pixelstretch : level.info->pixelstretch; gl_RenderState.mViewMatrix.loadIdentity(); gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Roll.Degrees, 0.0f, 0.0f, 1.0f); gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Pitch.Degrees, 1.0f, 0.0f, 0.0f); gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Yaw.Degrees, 0.0f, mult, 0.0f); gl_RenderState.mViewMatrix.translate(vx * mult, -vz * planemult , -vy); gl_RenderState.mViewMatrix.scale(-mult, planemult, 1); } //----------------------------------------------------------------------------- // // SetupView // Setup the view rotation matrix for the given viewpoint // //----------------------------------------------------------------------------- void GLSceneDrawer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror) { SetViewAngle(va); SetViewMatrix(vx, vy, vz, mirror, planemirror); gl_RenderState.ApplyMatrices(); } //----------------------------------------------------------------------------- // // CreateScene // // creates the draw lists for the current scene // //----------------------------------------------------------------------------- void GLSceneDrawer::CreateScene(FDrawInfo *di) { angle_t a1 = FrustumAngle(); di->mClipper->SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1); // reset the portal manager GLPortal::StartFrame(); PO_LinkToSubsectors(); ProcessAll.Clock(); // clip the scene and fill the drawlists for(auto p : level.portalGroups) p->glportal = nullptr; Bsp.Clock(); GLRenderer->mVBO->Map(); GLRenderer->mLights->Begin(); // Give the DrawInfo the viewpoint in fixed point because that's what the nodes are. di->viewx = FLOAT2FIXED(r_viewpoint.Pos.X); di->viewy = FLOAT2FIXED(r_viewpoint.Pos.Y); validcount++; // used for processing sidedefs only once by the renderer. di->mAngles = GLRenderer->mAngles; di->mViewVector = GLRenderer->mViewVector; di->mViewActor = GLRenderer->mViewActor; di->mShadowMap = &GLRenderer->mShadowMap; di->RenderBSPNode (level.HeadNode()); di->PreparePlayerSprites(r_viewpoint.sector, di->in_area); // Process all the sprites on the current portal's back side which touch the portal. if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached(di); Bsp.Unclock(); // And now the crappy hacks that have to be done to avoid rendering anomalies. // These cannot be multithreaded when the time comes because all these depend // on the global 'validcount' variable. di->HandleMissingTextures(di->in_area); // Missing upper/lower textures di->HandleHackedSubsectors(); // open sector hacks for deep water di->ProcessSectorStacks(di->in_area); // merge visplanes of sector stacks GLRenderer->mLights->Finish(); GLRenderer->mVBO->Unmap(); ProcessAll.Unclock(); } //----------------------------------------------------------------------------- // // RenderScene // // Draws the current draw lists for the non GLSL renderer // //----------------------------------------------------------------------------- void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion) { RenderAll.Clock(); glDepthMask(true); if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion); gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z); gl_RenderState.EnableFog(true); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); if (gl_sort_textures) { di->drawlists[GLDL_PLAINWALLS].SortWalls(); di->drawlists[GLDL_PLAINFLATS].SortFlats(); di->drawlists[GLDL_MASKEDWALLS].SortWalls(); di->drawlists[GLDL_MASKEDFLATS].SortFlats(); di->drawlists[GLDL_MASKEDWALLSOFS].SortWalls(); } // if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front, // so that we don't have to do repeated map/unmap calls on the buffer. if (gl.lightmethod == LM_DEFERRED && level.HasDynamicLights && FixedColormap == CM_DEFAULT) { GLRenderer->mLights->Begin(); di->drawlists[GLDL_PLAINFLATS].DrawFlats(di, GLPASS_LIGHTSONLY); di->drawlists[GLDL_MASKEDFLATS].DrawFlats(di, GLPASS_LIGHTSONLY); di->drawlists[GLDL_TRANSLUCENTBORDER].Draw(di, GLPASS_LIGHTSONLY); di->drawlists[GLDL_TRANSLUCENT].Draw(di, GLPASS_LIGHTSONLY, true); GLRenderer->mLights->Finish(); } // Part 1: solid geometry. This is set up so that there are no transparent parts glDepthFunc(GL_LESS); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); glDisable(GL_POLYGON_OFFSET_FILL); int pass; if (!level.HasDynamicLights || !gl.legacyMode) { pass = GLPASS_ALL; } else // GL 2.x legacy mode { // process everything that needs to handle textured dynamic lights. if (level.HasDynamicLights) RenderMultipassStuff(di); // The remaining lists which are unaffected by dynamic lights are just processed as normal. pass = GLPASS_ALL; } gl_RenderState.EnableTexture(gl_texture); gl_RenderState.EnableBrightmap(true); di->drawlists[GLDL_PLAINWALLS].DrawWalls(di, pass); di->drawlists[GLDL_PLAINFLATS].DrawFlats(di, pass); // Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show if (!gl_texture) { gl_RenderState.EnableTexture(true); gl_RenderState.SetTextureMode(TM_MASK); } gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); di->drawlists[GLDL_MASKEDWALLS].DrawWalls(di, pass); di->drawlists[GLDL_MASKEDFLATS].DrawFlats(di, pass); // Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use. if (di->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); di->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(di, pass); glDisable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0, 0); } di->drawlists[GLDL_MODELS].Draw(di, pass); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Part 4: Draw decals (not a real pass) glDepthFunc(GL_LEQUAL); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); glDepthMask(false); di->DrawDecals(); gl_RenderState.SetTextureMode(TM_MODULATE); glDepthMask(true); // Push bleeding floor/ceiling textures back a little in the z-buffer // so they don't interfere with overlapping mid textures. glPolygonOffset(1.0f, 128.0f); // Part 5: flood all the gaps with the back sector's flat texture // This will always be drawn like GLDL_PLAIN, depending on the fog settings glDepthMask(false); // don't write to Z-buffer! gl_RenderState.EnableFog(true); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); di->DrawUnhandledMissingTextures(); glDepthMask(true); glPolygonOffset(0.0f, 0.0f); glDisable(GL_POLYGON_OFFSET_FILL); RenderAll.Unclock(); } //----------------------------------------------------------------------------- // // RenderTranslucent // // Draws the current draw lists for the non GLSL renderer // //----------------------------------------------------------------------------- void GLSceneDrawer::RenderTranslucent(FDrawInfo *di) { RenderAll.Clock(); gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z); // final pass: translucent stuff gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.EnableBrightmap(true); di->drawlists[GLDL_TRANSLUCENTBORDER].Draw(di, GLPASS_TRANSLUCENT); glDepthMask(false); di->DrawSorted(GLDL_TRANSLUCENT); gl_RenderState.EnableBrightmap(false); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f); glDepthMask(true); RenderAll.Unclock(); } //----------------------------------------------------------------------------- // // gl_drawscene - this function renders the scene from the current // viewpoint, including mirrors and skyboxes and other portals // It is assumed that the GLPortal::EndFrame returns with the // stencil, z-buffer and the projection matrix intact! // //----------------------------------------------------------------------------- void GLSceneDrawer::DrawScene(FDrawInfo *di, int drawmode) { static int recursion=0; static int ssao_portals_available = 0; bool applySSAO = false; if (drawmode == DM_MAINVIEW) { ssao_portals_available = gl_ssao_portals; applySSAO = true; } else if (drawmode == DM_OFFSCREEN) { ssao_portals_available = 0; } else if (drawmode == DM_PORTAL && ssao_portals_available > 0) { applySSAO = true; ssao_portals_available--; } if (r_viewpoint.camera != nullptr) { ActorRenderFlags savedflags = r_viewpoint.camera->renderflags; CreateScene(di); r_viewpoint.camera->renderflags = savedflags; } else { CreateScene(di); } RenderScene(di, recursion); if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS) { gl_RenderState.EnableDrawBuffers(1); GLRenderer->AmbientOccludeScene(); GLRenderer->mBuffers->BindSceneFB(true); gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.Apply(); gl_RenderState.ApplyMatrices(); } // Handle all portals after rendering the opaque objects but before // doing all translucent stuff recursion++; GLPortal::EndFrame(); recursion--; RenderTranslucent(di); } //----------------------------------------------------------------------------- // // Draws player sprites and color blend // //----------------------------------------------------------------------------- void GLSceneDrawer::EndDrawScene(FDrawInfo *di, sector_t * viewsector) { gl_RenderState.EnableFog(false); // [BB] HUD models need to be rendered here. const bool renderHUDModel = IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player ); if ( renderHUDModel ) { // [BB] The HUD model should be drawn over everything else already drawn. glClear(GL_DEPTH_BUFFER_BIT); di->DrawPlayerSprites(true); } glDisable(GL_STENCIL_TEST); Reset3DViewport(); // Delay drawing psprites until after bloom has been applied, if enabled. if (!FGLRenderBuffers::IsEnabled() || !gl_bloom || FixedColormap != CM_DEFAULT) { DrawEndScene2D(di, viewsector); } else { // Restore standard rendering state gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.ResetColor(); gl_RenderState.EnableTexture(true); glDisable(GL_SCISSOR_TEST); } } void GLSceneDrawer::DrawEndScene2D(FDrawInfo *di, sector_t * viewsector) { const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player); // This should be removed once all 2D stuff is really done through the 2D interface. gl_RenderState.mViewMatrix.loadIdentity(); gl_RenderState.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f); gl_RenderState.ApplyMatrices(); glDisable(GL_DEPTH_TEST); glDisable(GL_MULTISAMPLE); di->DrawPlayerSprites(false); if (gl.legacyMode) { gl_RenderState.DrawColormapOverlay(); } gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); // Restore standard rendering state gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.ResetColor(); gl_RenderState.EnableTexture(true); glDisable(GL_SCISSOR_TEST); } //----------------------------------------------------------------------------- // // R_RenderView - renders one view - either the screen or a camera texture // //----------------------------------------------------------------------------- void GLSceneDrawer::ProcessScene(FDrawInfo *di, bool toscreen) { iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0; GLPortal::BeginScene(); int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection; di->CurrentMapSections.Set(mapsection); GLRenderer->mCurrentPortal = nullptr; DrawScene(di, toscreen ? DM_MAINVIEW : DM_OFFSCREEN); } //----------------------------------------------------------------------------- // // gl_SetFixedColormap // //----------------------------------------------------------------------------- void GLSceneDrawer::SetFixedColormap (player_t *player) { FixedColormap=CM_DEFAULT; // check for special colormaps player_t * cplayer = player->camera->player; if (cplayer) { if (cplayer->extralight == INT_MIN) { FixedColormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP; r_viewpoint.extralight=0; } else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP) { FixedColormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap; } else if (cplayer->fixedlightlevel != -1) { auto torchtype = PClass::FindActor(NAME_PowerTorch); auto litetype = PClass::FindActor(NAME_PowerLightAmp); for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory) { PalEntry color = in->CallGetBlend (); // Need special handling for light amplifiers if (in->IsKindOf(torchtype)) { FixedColormap = cplayer->fixedlightlevel + CM_TORCH; } else if (in->IsKindOf(litetype)) { FixedColormap = CM_LITE; } } } } gl_RenderState.SetFixedColormap(FixedColormap); } //----------------------------------------------------------------------------- // // Renders one viewpoint in a scene // //----------------------------------------------------------------------------- sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen) { sector_t * lviewsector; GLRenderer->mSceneClearColor[0] = 0.0f; GLRenderer->mSceneClearColor[1] = 0.0f; GLRenderer->mSceneClearColor[2] = 0.0f; R_SetupFrame (r_viewpoint, r_viewwindow, camera); GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility); // We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1. double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians(); double angx = cos(radPitch); double angy = sin(radPitch) * level.info->pixelstretch; double alen = sqrt(angx*angx + angy*angy); GLRenderer->mAngles.Pitch = (float)RAD2DEG(asin(angy / alen)); GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees; if (camera->player && camera->player-players==consoleplayer && ((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo) { GLRenderer->mViewActor=NULL; } else { GLRenderer->mViewActor=camera; } // 'viewsector' will not survive the rendering so it cannot be used anymore below. lviewsector = r_viewpoint.sector; // Render (potentially) multiple views for stereo 3d float viewShift[3]; const s3d::Stereo3DMode& stereo3dMode = mainview && toscreen? s3d::Stereo3DMode::getCurrentMode() : s3d::Stereo3DMode::getMonoMode(); stereo3dMode.SetUp(); for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix) { if (eye_ix > 0 && camera->player) SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix); eye->SetUp(); screen->SetViewportRects(bounds); Set3DViewport(mainview); GLRenderer->mDrawingScene2D = true; GLRenderer->mCurrentFoV = fov; FDrawInfo *di = FDrawInfo::StartDrawInfo(this); di->SetViewArea(); // Stereo mode specific perspective projection SetProjection( eye->GetProjection(fov, ratio, fovratio) ); // SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper SetViewAngle(r_viewpoint.Angles.Yaw); // Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift); ScopedViewShifter viewShifter(r_viewpoint.Pos, viewShift); SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false); gl_RenderState.ApplyMatrices(); ProcessScene(di, toscreen); if (mainview && toscreen) EndDrawScene(di, lviewsector); // do not call this for camera textures. if (mainview && FGLRenderBuffers::IsEnabled()) { GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(di, lviewsector); }); // This should be done after postprocessing, not before. GLRenderer->mBuffers->BindCurrentFB(); glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height); if (!toscreen) { gl_RenderState.mViewMatrix.loadIdentity(); gl_RenderState.mProjectionMatrix.ortho(screen->mScreenViewport.left, screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mScreenViewport.top, -1.0f, 1.0f); gl_RenderState.ApplyMatrices(); } } FDrawInfo::EndDrawInfo(); GLRenderer->mDrawingScene2D = false; if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled()) GLRenderer->mBuffers->BlitToEyeTexture(eye_ix); eye->TearDown(); } stereo3dMode.TearDown(); interpolator.RestoreInterpolations (); return lviewsector; } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height) { IntRect bounds; bounds.left = 0; bounds.top = 0; bounds.width = width; bounds.height = height; // if GLRenderer->mVBO is persistently mapped we must be sure the GPU finished reading from it before we fill it with new data. glFinish(); // Switch to render buffers dimensioned for the savepic GLRenderer->mBuffers = GLRenderer->mSaveBuffers; P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector. SetFixedColormap(player); gl_RenderState.SetVertexBuffer(GLRenderer->mVBO); GLRenderer->mVBO->Reset(); if (!gl.legacyMode) GLRenderer->mLights->Clear(); sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false); glDisable(GL_STENCIL_TEST); gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); if (!FGLRenderBuffers::IsEnabled()) { // Since this doesn't do any of the 2D rendering it needs to draw the screen blend itself before extracting the image. screen->DrawBlend(viewsector); screen->Draw2D(); } GLRenderer->CopyToBackbuffer(&bounds, false); // strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers glFinish(); uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3); glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr); M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width * 3, Gamma); M_Free(scr); // Switch back the screen render buffers screen->SetViewportRects(nullptr); GLRenderer->mBuffers = GLRenderer->mScreenBuffers; }