683 lines
19 KiB
C++
683 lines
19 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2010-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_framebuffer.cpp
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** Implementation of the non-hardware specific parts of the
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** OpenGL frame buffer
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**
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*/
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#include "gl_system.h"
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#include "v_video.h"
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#include "m_png.h"
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#include "templates.h"
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#include "i_time.h"
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#include "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/textures/gl_samplers.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hwrenderer/models/hw_models.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "hwrenderer/scene/hw_fakeflat.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/dynlights/hw_lightbuffer.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "gl_debug.h"
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#include "r_videoscale.h"
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#include "gl_buffers.h"
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#include "swrenderer/r_swscene.h"
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#include "hwrenderer/data/flatvertices.h"
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EXTERN_CVAR (Bool, vid_vsync)
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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Bool, cl_capfps)
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void DoWriteSavePic(FileWriter* file, ESSType ssformat, uint8_t* scr, int width, int height, sector_t* viewsector, bool upsidedown);
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extern bool NoInterpolateView;
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void gl_LoadExtensions();
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void gl_PrintStartupLog();
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void Draw2D(F2DDrawer *drawer, FRenderState &state);
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extern bool vid_hdr_active;
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namespace OpenGLRenderer
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{
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FGLRenderer *GLRenderer;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, bool fullscreen) :
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Super(hMonitor, fullscreen)
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{
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// SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver.
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// If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed!
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Super::SetVSync(vid_vsync);
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// Make sure all global variables tracking OpenGL context state are reset..
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FHardwareTexture::InitGlobalState();
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gl_RenderState.Reset();
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GLRenderer = nullptr;
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}
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OpenGLFrameBuffer::~OpenGLFrameBuffer()
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{
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PPResource::ResetAll();
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if (mVertexData != nullptr) delete mVertexData;
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if (mSkyData != nullptr) delete mSkyData;
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if (mViewpoints != nullptr) delete mViewpoints;
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if (mLights != nullptr) delete mLights;
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mShadowMap.Reset();
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if (GLRenderer)
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{
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delete GLRenderer;
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GLRenderer = nullptr;
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}
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}
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//==========================================================================
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//
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// Initializes the GL renderer
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//
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//==========================================================================
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void OpenGLFrameBuffer::InitializeState()
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{
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static bool first=true;
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if (first)
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{
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if (ogl_LoadFunctions() == ogl_LOAD_FAILED)
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{
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I_FatalError("Failed to load OpenGL functions.");
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}
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}
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gl_LoadExtensions();
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// Move some state to the framebuffer object for easier access.
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hwcaps = gl.flags;
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glslversion = gl.glslversion;
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uniformblockalignment = gl.uniformblockalignment;
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maxuniformblock = gl.maxuniformblock;
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vendorstring = gl.vendorstring;
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if (first)
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{
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first=false;
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gl_PrintStartupLog();
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}
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glDepthFunc(GL_LESS);
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glEnable(GL_DITHER);
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glDisable(GL_CULL_FACE);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_LINE);
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_CLAMP);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LINE_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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SetViewportRects(nullptr);
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mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
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mSkyData = new FSkyVertexBuffer;
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mViewpoints = new HWViewpointBuffer;
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mLights = new FLightBuffer();
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GLRenderer = new FGLRenderer(this);
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GLRenderer->Initialize(GetWidth(), GetHeight());
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static_cast<GLDataBuffer*>(mLights->GetBuffer())->BindBase();
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mDebug = std::make_shared<FGLDebug>();
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mDebug->Update();
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}
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//==========================================================================
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//
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// Updates the screen
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//
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//==========================================================================
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void OpenGLFrameBuffer::Update()
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{
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twoD.Reset();
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Flush3D.Reset();
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Flush3D.Clock();
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GLRenderer->Flush();
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Flush3D.Unclock();
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Swap();
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Super::Update();
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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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//
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//===========================================================================
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void OpenGLFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
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{
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if (!V_IsHardwareRenderer())
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{
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Super::WriteSavePic(player, file, width, height);
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}
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else if (GLRenderer != nullptr)
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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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// we must be sure the GPU finished reading from the buffer 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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hw_ClearFakeFlat();
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gl_RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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// This shouldn't overwrite the global viewpoint even for a short time.
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FRenderViewpoint savevp;
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sector_t* viewsector = RenderViewpoint(savevp, 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.SetNoSoftLightLevel();
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GLRenderer->CopyToBackbuffer(&bounds, false);
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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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int numpixels = width * height;
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uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
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glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, scr);
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DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, true);
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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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}
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//===========================================================================
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//
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// Camera texture rendering
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//
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//===========================================================================
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void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, AActor* Viewpoint, double FOV)
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{
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// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
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float ratio = tex->aspectRatio;
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GLRenderer->StartOffscreen();
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GLRenderer->BindToFrameBuffer(tex);
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IntRect bounds;
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bounds.left = bounds.top = 0;
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bounds.width = FHardwareTexture::GetTexDimension(tex->GetWidth());
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bounds.height = FHardwareTexture::GetTexDimension(tex->GetHeight());
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FRenderViewpoint texvp;
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RenderViewpoint(texvp, Viewpoint, &bounds, FOV, ratio, ratio, false, false);
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GLRenderer->EndOffscreen();
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tex->SetUpdated(true);
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static_cast<OpenGLFrameBuffer*>(screen)->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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sector_t *OpenGLFrameBuffer::RenderView(player_t *player)
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{
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if (GLRenderer != nullptr)
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{
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gl_RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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sector_t* retsec;
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if (!V_IsHardwareRenderer())
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{
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if (GLRenderer->swdrawer == nullptr) GLRenderer->swdrawer = new SWSceneDrawer;
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retsec = GLRenderer->swdrawer->RenderView(player);
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}
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else
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{
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hw_ClearFakeFlat();
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iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
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checkBenchActive();
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// reset statistics counters
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ResetProfilingData();
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// Get this before everything else
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if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
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else r_viewpoint.TicFrac = I_GetTimeFrac();
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
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bool saved_niv = NoInterpolateView;
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NoInterpolateView = false;
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// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
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if (player->camera)
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gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime);
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// prepare all camera textures that have been used in the last frame.
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// This must be done for all levels, not just the primary one!
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for (auto Level : AllLevels())
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{
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Level->canvasTextureInfo.UpdateAll([&](AActor* camera, FCanvasTexture* camtex, double fov)
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{
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RenderTextureView(camtex, camera, fov);
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});
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}
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NoInterpolateView = saved_niv;
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// now render the main view
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float fovratio;
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float ratio = r_viewwindow.WidescreenRatio;
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if (r_viewwindow.WidescreenRatio >= 1.3f)
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{
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fovratio = 1.333333f;
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}
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else
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{
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fovratio = ratio;
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}
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retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
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}
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All.Unclock();
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return retsec;
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}
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return 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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uint32_t OpenGLFrameBuffer::GetCaps()
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{
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if (!V_IsHardwareRenderer())
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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 | RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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if (gl_tonemap != 5) // not running palette tonemap shader
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FlagSet |= RFF_TRUECOLOR;
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return (uint32_t)FlagSet;
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}
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const char* OpenGLFrameBuffer::DeviceName() const
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{
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return gl.modelstring;
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}
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//==========================================================================
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//
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// Swap the buffers
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//
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//==========================================================================
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CVAR(Bool, gl_finishbeforeswap, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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void OpenGLFrameBuffer::Swap()
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{
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bool swapbefore = gl_finishbeforeswap && camtexcount == 0;
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Finish.Reset();
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Finish.Clock();
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if (swapbefore) glFinish();
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FPSLimit();
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SwapBuffers();
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if (!swapbefore) glFinish();
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Finish.Unclock();
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camtexcount = 0;
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FHardwareTexture::UnbindAll();
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mDebug->Update();
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}
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//==========================================================================
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//
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// Enable/disable vertical sync
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//
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//==========================================================================
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void OpenGLFrameBuffer::SetVSync(bool vsync)
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{
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// Switch to the default frame buffer because some drivers associate the vsync state with the bound FB object.
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GLint oldDrawFramebufferBinding = 0, oldReadFramebufferBinding = 0;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDrawFramebufferBinding);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldReadFramebufferBinding);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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Super::SetVSync(vsync);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDrawFramebufferBinding);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, oldReadFramebufferBinding);
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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::CleanForRestart()
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{
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if (GLRenderer)
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GLRenderer->ResetSWScene();
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}
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void OpenGLFrameBuffer::SetTextureFilterMode()
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{
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if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
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}
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IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture()
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{
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return new FHardwareTexture(true/*tex->bNoCompress*/);
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}
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void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
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{
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if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
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int flags = mat->GetScaleFlags();
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int numLayers = mat->NumLayers();
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MaterialLayerInfo* layer;
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auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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if (base->BindOrCreate(layer->layerTexture, 0, CLAMP_NONE, translation, layer->scaleFlags))
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{
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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systex->BindOrCreate(layer->layerTexture, i, CLAMP_NONE, 0, layer->scaleFlags);
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}
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}
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// unbind everything.
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FHardwareTexture::UnbindAll();
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}
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FModelRenderer *OpenGLFrameBuffer::CreateModelRenderer(int mli)
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{
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return new FHWModelRenderer(nullptr, gl_RenderState, mli);
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}
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IVertexBuffer *OpenGLFrameBuffer::CreateVertexBuffer()
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{
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return new GLVertexBuffer;
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}
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IIndexBuffer *OpenGLFrameBuffer::CreateIndexBuffer()
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{
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return new GLIndexBuffer;
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}
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IDataBuffer *OpenGLFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
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{
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return new GLDataBuffer(bindingpoint, ssbo);
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}
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void OpenGLFrameBuffer::TextureFilterChanged()
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{
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if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
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}
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void OpenGLFrameBuffer::BlurScene(float amount)
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{
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GLRenderer->BlurScene(amount);
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}
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void OpenGLFrameBuffer::SetViewportRects(IntRect *bounds)
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{
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Super::SetViewportRects(bounds);
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if (!bounds)
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{
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auto vrmode = VRMode::GetVRMode(true);
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vrmode->AdjustViewport(this);
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}
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}
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void OpenGLFrameBuffer::UpdatePalette()
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{
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if (GLRenderer)
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GLRenderer->ClearTonemapPalette();
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}
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FRenderState* OpenGLFrameBuffer::RenderState()
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{
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return &gl_RenderState;
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}
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void OpenGLFrameBuffer::AmbientOccludeScene(float m5)
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{
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gl_RenderState.EnableDrawBuffers(1);
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GLRenderer->AmbientOccludeScene(m5);
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glViewport(screen->mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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GLRenderer->mBuffers->BindSceneFB(true);
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gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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gl_RenderState.Apply();
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}
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void OpenGLFrameBuffer::FirstEye()
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{
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GLRenderer->mBuffers->CurrentEye() = 0; // always begin at zero, in case eye count changed
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}
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void OpenGLFrameBuffer::NextEye(int eyecount)
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{
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GLRenderer->mBuffers->NextEye(eyecount);
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}
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void OpenGLFrameBuffer::SetSceneRenderTarget(bool useSSAO)
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{
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GLRenderer->mBuffers->BindSceneFB(useSSAO);
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}
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void OpenGLFrameBuffer::UpdateShadowMap()
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{
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GLRenderer->UpdateShadowMap();
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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::BeginFrame()
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{
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SetViewportRects(nullptr);
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if (GLRenderer != nullptr)
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GLRenderer->BeginFrame();
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}
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//===========================================================================
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//
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// Takes a screenshot
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//
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//===========================================================================
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TArray<uint8_t> OpenGLFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
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{
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const auto &viewport = mOutputLetterbox;
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// Grab what is in the back buffer.
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// We cannot rely on SCREENWIDTH/HEIGHT here because the output may have been scaled.
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TArray<uint8_t> pixels;
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pixels.Resize(viewport.width * viewport.height * 3);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(viewport.left, viewport.top, viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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// Copy to screenshot buffer:
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
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|
|
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float rcpWidth = 1.0f / w;
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|
float rcpHeight = 1.0f / h;
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|
for (int y = 0; y < h; y++)
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|
{
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|
for (int x = 0; x < w; x++)
|
|
{
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float u = (x + 0.5f) * rcpWidth;
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float v = (y + 0.5f) * rcpHeight;
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int sx = u * viewport.width;
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int sy = v * viewport.height;
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int sindex = (sx + sy * viewport.width) * 3;
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int dindex = (x + (h - y - 1) * w) * 3;
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ScreenshotBuffer[dindex] = pixels[sindex];
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ScreenshotBuffer[dindex + 1] = pixels[sindex + 1];
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|
ScreenshotBuffer[dindex + 2] = pixels[sindex + 2];
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|
}
|
|
}
|
|
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|
pitch = w * 3;
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|
color_type = SS_RGB;
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|
|
|
// Screenshot should not use gamma correction if it was already applied to rendered image
|
|
gamma = 1;
|
|
if (vid_hdr_active && vid_fullscreen)
|
|
gamma *= 2.2f;
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return ScreenshotBuffer;
|
|
}
|
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//===========================================================================
|
|
//
|
|
// 2D drawing
|
|
//
|
|
//===========================================================================
|
|
|
|
void OpenGLFrameBuffer::Draw2D()
|
|
{
|
|
if (GLRenderer != nullptr)
|
|
{
|
|
GLRenderer->mBuffers->BindCurrentFB();
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|
::Draw2D(&m2DDrawer, gl_RenderState);
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|
}
|
|
}
|
|
|
|
void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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|
{
|
|
if (!swscene) GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
|
|
GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// OpenGLFrameBuffer :: WipeStartScreen
|
|
//
|
|
// Called before the current screen has started rendering. This needs to
|
|
// save what was drawn the previous frame so that it can be animated into
|
|
// what gets drawn this frame.
|
|
//
|
|
//==========================================================================
|
|
|
|
FTexture *OpenGLFrameBuffer::WipeStartScreen()
|
|
{
|
|
const auto &viewport = screen->mScreenViewport;
|
|
|
|
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
|
|
tex->GetSystemTexture()->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, "WipeStartScreen");
|
|
glFinish();
|
|
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
|
|
|
|
GLRenderer->mBuffers->BindCurrentFB();
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
|
|
return tex;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// OpenGLFrameBuffer :: WipeEndScreen
|
|
//
|
|
// The screen we want to animate to has just been drawn.
|
|
//
|
|
//==========================================================================
|
|
|
|
FTexture *OpenGLFrameBuffer::WipeEndScreen()
|
|
{
|
|
GLRenderer->Flush();
|
|
const auto &viewport = screen->mScreenViewport;
|
|
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
|
|
tex->GetSystemTexture()->CreateTexture(NULL, viewport.width, viewport.height, 0, false, "WipeEndScreen");
|
|
glFinish();
|
|
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
|
|
GLRenderer->mBuffers->BindCurrentFB();
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
|
|
return tex;
|
|
}
|
|
|
|
}
|