/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code 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 General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __RENDERCONTEXT_H__ #define __RENDERCONTEXT_H__ // This is for "official" HDMI 3D support with with the left eye above the right and a guard band in the middle // Some displays which don't support this can still do stereo 3D by packing 2 eyes into a single (mono-sized) buffer enum hdmi3DState_t { HDMI3D_NOT_SUPPORTED, // The TV doesn't support it HDMI3D_NOT_ENABLED, // The TV supports it, but the user disabled it HDMI3D_NOT_ACTIVE, // The TV supports it, and the user enabled it, but it's not active HDMI3D_ACTIVE }; //================================================================================================ // class idRenderContext //================================================================================================ class idRenderContext { public: idRenderContext() : depthHackValue( 0.0f ), weaponDepthHackValue( 1.0f ) {} virtual ~idRenderContext() {}; void InitContext(); void Shutdown(); void PrepareSwap(); void SwapBuffers( bool forceVsync = false ); void SetGamma( unsigned short red[256], unsigned short green[256], unsigned short blue[256] ); hdmi3DState_t GetHDMI3DState(); void EnableHDMI3D( const bool enable ); // Back End Rendering void ExecuteBackendCommands( const emptyCommand_t *cmds ); void Clear( float r, float g, float b, float a ); void InitGraphicsAPIWrapper(); // Debug Tools void RenderDebugTools( drawSurf_t **drawSurfs, int numDrawSurfs ); void SetWrapperContext( const wrapperContext_t & context ); void SetWrapperConfig( const wrapperConfig_t & config ); // Texture Resolves void ResolveTargetColor( idImage* image ); void ResolveTargetDepth( idImage* image ); void ResolveTargetColor( idImage* image, int srcMinX, int srcMinY, int srcMaxX, int srcMaxY, int dstX, int dstY ); void ResolveTargetDepth( idImage* image, int srcMinX, int srcMinY, int srcMaxX, int srcMaxY, int dstX, int dstY ); void SetDepthHackValue( float depth ) { depthHackValue = depth; } float GetDepthHackValue() const { return depthHackValue; } void SetWeaponDepthHackValue( float depth ) { weaponDepthHackValue = depth; } float GetWeaponDepthHackValue() const { return weaponDepthHackValue; } uint64 GetGPUFrameMicroSec() const { return GPUFrameMicroSec; } private: float depthHackValue; float weaponDepthHackValue; uint64 GPUFrameMicroSec; }; extern idRenderContext rRenderContext; #endif // !__RENDERCONTEXT_H__