Пример #1
0
void FGLRenderer::RenderView (player_t* player)
{
	OpenGLFrameBuffer* GLTarget = static_cast<OpenGLFrameBuffer*>(screen);
	AActor *&LastCamera = GLTarget->LastCamera;

	checkBenchActive();
	if (player->camera != LastCamera)
	{
		// If the camera changed don't interpolate
		// Otherwise there will be some not so nice effects.
		R_ResetViewInterpolation();
		LastCamera=player->camera;
	}

	gl_RenderState.SetVertexBuffer(mVBO);
	GLRenderer->mVBO->Reset();

	// reset statistics counters
	ResetProfilingData();

	// Get this before everything else
	if (cl_capfps || r_NoInterpolate) r_TicFracF = 1.;
	else r_TicFracF = I_GetTimeFrac (&r_FrameTime);
	gl_frameMS = I_MSTime();

	P_FindParticleSubsectors ();

	if (!gl.legacyMode) GLRenderer->mLights->Clear();

	// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
	bool saved_niv = NoInterpolateView;
	NoInterpolateView = false;
	// prepare all camera textures that have been used in the last frame
	FCanvasTextureInfo::UpdateAll();
	NoInterpolateView = saved_niv;


	// now render the main view
	float fovratio;
	float ratio = WidescreenRatio;
	if (WidescreenRatio >= 1.3f)
	{
		fovratio = 1.333333f;
	}
	else
	{
		fovratio = ratio;
	}

	SetFixedColormap (player);

	// Check if there's some lights. If not some code can be skipped.
	TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
	GLRenderer->mLightCount = ((it.Next()) != NULL);

	sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView.Degrees, ratio, fovratio, true, true);

	All.Unclock();
}
Пример #2
0
sector_t *FGLRenderer::RenderView(player_t* player)
{
	gl_RenderState.SetVertexBuffer(screen->mVertexData);
	screen->mVertexData->Reset();
	sector_t *retsec;

	if (!V_IsHardwareRenderer())
	{
		if (swdrawer == nullptr) swdrawer = new SWSceneDrawer;
		retsec = swdrawer->RenderView(player);
	}
	else
	{
		hw_ClearFakeFlat();

		iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;

		checkBenchActive();

		// reset statistics counters
		ResetProfilingData();

		// Get this before everything else
		if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
		else r_viewpoint.TicFrac = I_GetTimeFrac();

		screen->mLights->Clear();
		screen->mViewpoints->Clear();

		// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
		bool saved_niv = NoInterpolateView;
		NoInterpolateView = false;

		// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
		gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime);
		// prepare all camera textures that have been used in the last frame.
		// This must be done for all levels, not just the primary one!
		for (auto Level : AllLevels())
		{
			Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
			{
				RenderTextureView(camtex, camera, fov);
			});
		}
		NoInterpolateView = saved_niv;


		// now render the main view
		float fovratio;
		float ratio = r_viewwindow.WidescreenRatio;
		if (r_viewwindow.WidescreenRatio >= 1.3f)
		{
			fovratio = 1.333333f;
		}
		else
		{
			fovratio = ratio;
		}

		retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
	}
	All.Unclock();
	return retsec;
}