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https://github.com/ddnet/ddnet.git
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Merge pull request #8383 from Robyt3/Graphics-Clear-Revert
Revert "Always clear window with black color instead of background color
This commit is contained in:
commit
08a8680a8e
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@ -937,7 +937,7 @@ void CCommandProcessorFragment_OpenGL::Cmd_Clear(const CCommandBuffer::SCommand_
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{
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glDisable(GL_SCISSOR_TEST);
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}
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if(ClipWasEnabled)
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{
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@ -414,6 +414,8 @@ bool CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_vTextures.resize(CCommandBuffer::MAX_TEXTURES);
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m_ClearColor.r = m_ClearColor.g = m_ClearColor.b = -1.f;
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// fix the alignment to allow even 1byte changes, e.g. for alpha components
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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@ -685,7 +687,11 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Clear(const CCommandBuffer::SComma
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{
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glDisable(GL_SCISSOR_TEST);
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}
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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if(pCommand->m_Color.r != m_ClearColor.r || pCommand->m_Color.g != m_ClearColor.g || pCommand->m_Color.b != m_ClearColor.b)
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{
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glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
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m_ClearColor = pCommand->m_Color;
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}
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glClear(GL_COLOR_BUFFER_BIT);
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if(ClipWasEnabled)
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{
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@ -67,6 +67,8 @@ protected:
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std::vector<TWGLuint> m_vBufferObjectIndices;
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CCommandBuffer::SColorf m_ClearColor;
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void InitPrimExProgram(CGLSLPrimitiveExProgram *pProgram, class CGLSLCompiler *pCompiler, class IStorage *pStorage, bool Textured, bool Rotationless);
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bool IsNewApi() override { return true; }
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@ -1059,6 +1059,8 @@ private:
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SDL_Window *m_pWindow;
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std::array<float, 4> m_aClearColor = {0, 0, 0, 0};
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struct SRenderCommandExecuteBuffer
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{
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CCommandBuffer::ECommandBufferCMD m_Command;
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@ -1075,6 +1077,8 @@ private:
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VkBuffer m_IndexBuffer;
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bool m_ClearColorInRenderThread = false;
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bool m_HasDynamicState = false;
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VkViewport m_Viewport;
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VkRect2D m_Scissor;
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@ -2441,7 +2445,7 @@ protected:
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RenderPassInfo.renderArea.offset = {0, 0};
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RenderPassInfo.renderArea.extent = m_VKSwapImgAndViewportExtent.m_SwapImageViewport;
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VkClearValue ClearColorVal = {{{0.0f, 0.0f, 0.0f, 0.0f}}};
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VkClearValue ClearColorVal = {{{m_aClearColor[0], m_aClearColor[1], m_aClearColor[2], m_aClearColor[3]}}};
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RenderPassInfo.clearValueCount = 1;
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RenderPassInfo.pClearValues = &ClearColorVal;
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@ -6711,19 +6715,37 @@ public:
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void Cmd_Clear_FillExecuteBuffer(SRenderCommandExecuteBuffer &ExecBuffer, const CCommandBuffer::SCommand_Clear *pCommand)
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{
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if(!pCommand->m_ForceClear)
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{
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bool ColorChanged = m_aClearColor[0] != pCommand->m_Color.r || m_aClearColor[1] != pCommand->m_Color.g ||
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m_aClearColor[2] != pCommand->m_Color.b || m_aClearColor[3] != pCommand->m_Color.a;
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m_aClearColor[0] = pCommand->m_Color.r;
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m_aClearColor[1] = pCommand->m_Color.g;
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m_aClearColor[2] = pCommand->m_Color.b;
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m_aClearColor[3] = pCommand->m_Color.a;
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if(ColorChanged)
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ExecBuffer.m_ClearColorInRenderThread = true;
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}
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else
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{
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ExecBuffer.m_ClearColorInRenderThread = true;
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}
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ExecBuffer.m_EstimatedRenderCallCount = 0;
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}
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[[nodiscard]] bool Cmd_Clear(const SRenderCommandExecuteBuffer &ExecBuffer, const CCommandBuffer::SCommand_Clear *pCommand)
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{
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std::array<VkClearAttachment, 1> aAttachments = {VkClearAttachment{VK_IMAGE_ASPECT_COLOR_BIT, 0, VkClearValue{VkClearColorValue{{0.0f, 0.0f, 0.0f, 0.0f}}}}};
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std::array<VkClearRect, 1> aClearRects = {VkClearRect{{{0, 0}, m_VKSwapImgAndViewportExtent.m_SwapImageViewport}, 0, 1}};
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if(ExecBuffer.m_ClearColorInRenderThread)
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{
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std::array<VkClearAttachment, 1> aAttachments = {VkClearAttachment{VK_IMAGE_ASPECT_COLOR_BIT, 0, VkClearValue{VkClearColorValue{{pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, pCommand->m_Color.a}}}}};
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std::array<VkClearRect, 1> aClearRects = {VkClearRect{{{0, 0}, m_VKSwapImgAndViewportExtent.m_SwapImageViewport}, 0, 1}};
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VkCommandBuffer *pCommandBuffer;
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if(!GetGraphicCommandBuffer(pCommandBuffer, ExecBuffer.m_ThreadIndex))
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return false;
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auto &CommandBuffer = *pCommandBuffer;
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vkCmdClearAttachments(CommandBuffer, aAttachments.size(), aAttachments.data(), aClearRects.size(), aClearRects.data());
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VkCommandBuffer *pCommandBuffer;
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if(!GetGraphicCommandBuffer(pCommandBuffer, ExecBuffer.m_ThreadIndex))
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return false;
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auto &CommandBuffer = *pCommandBuffer;
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vkCmdClearAttachments(CommandBuffer, aAttachments.size(), aAttachments.data(), aClearRects.size(), aClearRects.data());
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}
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return true;
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}
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@ -891,7 +891,17 @@ const char *CClient::ErrorString() const
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void CClient::Render()
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{
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Graphics()->Clear();
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if(g_Config.m_ClOverlayEntities)
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{
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ColorRGBA bg = color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClBackgroundEntitiesColor));
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Graphics()->Clear(bg.r, bg.g, bg.b);
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}
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else
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{
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ColorRGBA bg = color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClBackgroundColor));
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Graphics()->Clear(bg.r, bg.g, bg.b);
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}
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GameClient()->OnRender();
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DebugRender();
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@ -2718,7 +2728,7 @@ void CClient::Run()
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}
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// make sure the first frame just clears everything to prevent undesired colors when waiting for io
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Graphics()->Clear();
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Graphics()->Clear(0, 0, 0);
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Graphics()->Swap();
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// init sound, allowed to fail
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@ -3773,7 +3783,7 @@ void CClient::UpdateAndSwap()
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{
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Input()->Update();
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Graphics()->Swap();
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Graphics()->Clear();
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Graphics()->Clear(0, 0, 0);
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}
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void CClient::ServerBrowserUpdate()
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@ -833,9 +833,14 @@ void CGraphics_Threaded::TextureSet(CTextureHandle TextureId)
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m_State.m_Texture = TextureId.Id();
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}
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void CGraphics_Threaded::Clear()
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void CGraphics_Threaded::Clear(float r, float g, float b, bool ForceClearNow)
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{
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CCommandBuffer::SCommand_Clear Cmd;
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Cmd.m_Color.r = r;
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Cmd.m_Color.g = g;
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Cmd.m_Color.b = b;
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Cmd.m_Color.a = 0;
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Cmd.m_ForceClear = ForceClearNow;
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AddCmd(Cmd);
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}
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@ -213,6 +213,8 @@ public:
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{
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SCommand_Clear() :
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SCommand(CMD_CLEAR) {}
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SColorf m_Color;
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bool m_ForceClear;
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};
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struct SCommand_Signal : public SCommand
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@ -989,7 +991,7 @@ public:
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void TextureSet(CTextureHandle TextureId) override;
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void Clear() override;
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void Clear(float r, float g, float b, bool ForceClearNow = false) override;
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void QuadsBegin() override;
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void QuadsEnd() override;
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@ -306,7 +306,8 @@ public:
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virtual void WindowDestroyNtf(uint32_t WindowId) = 0;
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virtual void WindowCreateNtf(uint32_t WindowId) = 0;
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virtual void Clear() = 0;
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// ForceClearNow forces the backend to trigger a clear, even at performance cost, else it might be delayed by one frame
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virtual void Clear(float r, float g, float b, bool ForceClearNow = false) = 0;
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virtual void ClipEnable(int x, int y, int w, int h) = 0;
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virtual void ClipDisable() = 0;
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@ -1412,23 +1412,6 @@ void CMapLayers::OnRender()
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CUIRect Screen;
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Graphics()->GetScreen(&Screen.x, &Screen.y, &Screen.w, &Screen.h);
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if(m_Type == TYPE_BACKGROUND || m_Type == TYPE_BACKGROUND_FORCE)
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{
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Graphics()->TextureClear();
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Graphics()->QuadsBegin();
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if(g_Config.m_ClOverlayEntities)
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{
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Graphics()->SetColor(color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClBackgroundEntitiesColor)));
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}
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else
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{
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Graphics()->SetColor(color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClBackgroundColor)));
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}
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IGraphics::CQuadItem QuadItem(Screen.x, Screen.y, Screen.w, Screen.h);
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Graphics()->QuadsDrawTL(&QuadItem, 1);
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Graphics()->QuadsEnd();
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}
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vec2 Center = GetCurCamera()->m_Center;
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bool PassedGameLayer = false;
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@ -1092,12 +1092,12 @@ void CGameClient::RenderShutdownMessage()
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dbg_assert(false, "Invalid client state for quitting message");
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// This function only gets called after the render loop has already terminated, so we have to call Swap manually.
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Graphics()->Clear();
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Graphics()->Clear(0.0f, 0.0f, 0.0f);
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Ui()->MapScreen();
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TextRender()->TextColor(TextRender()->DefaultTextColor());
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Ui()->DoLabel(Ui()->Screen(), pMessage, 16.0f, TEXTALIGN_MC);
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Graphics()->Swap();
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Graphics()->Clear();
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Graphics()->Clear(0.0f, 0.0f, 0.0f);
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}
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void CGameClient::OnRconType(bool UsernameReq)
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@ -7718,7 +7718,7 @@ void CEditor::RenderMenubar(CUIRect MenuBar)
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void CEditor::Render()
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{
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// basic start
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Graphics()->Clear();
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Graphics()->Clear(0.0f, 0.0f, 0.0f);
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CUIRect View = *Ui()->Screen();
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Ui()->MapScreen();
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m_CursorType = CURSOR_NORMAL;
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