raze/source/common/rendering/gl/system/gl_framebuffer.h

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#ifndef __GL_FRAMEBUFFER
#define __GL_FRAMEBUFFER
#include "gl_sysfb.h"
#include <memory>
namespace OpenGLRenderer
{
class FHardwareTexture;
class FGLDebug;
class OpenGLFrameBuffer : public SystemGLFrameBuffer
{
typedef SystemGLFrameBuffer Super;
public:
explicit OpenGLFrameBuffer() {}
OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
~OpenGLFrameBuffer();
void InitializeState() override;
void Update() override;
void Draw2D() override;
void CleanForRestart() override;
const char* DeviceName() const override;
#ifdef IMPLEMENT_IT
void SetTextureFilterMode() override;
IHardwareTexture *CreateHardwareTexture() override;
void PrecacheMaterial(FMaterial *mat, int translation) override;
FModelRenderer *CreateModelRenderer(int mli) override;
void TextureFilterChanged() override;
#endif
void BeginFrame() override;
//void SetViewportRects(IntRect *bounds) override;
void BlurScene(float amount) override;
#ifdef IMPLEMENT_IT
IVertexBuffer *CreateVertexBuffer() override;
IIndexBuffer *CreateIndexBuffer() override;
#endif
IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
// Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer
// points to the last row in the buffer, which will be the first row output.
virtual TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
void Swap();
bool IsHWGammaActive() const { return HWGammaActive; }
void SetVSync(bool vsync);
//void Draw2D() override;
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
std::shared_ptr<FGLDebug> mDebug; // Debug API
int camtexcount = 0;
};
}
#endif //__GL_FRAMEBUFFER