2019-12-23 14:40:17 +00:00
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#ifndef __GL_FRAMEBUFFER
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#define __GL_FRAMEBUFFER
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#include "gl_sysfb.h"
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2020-05-31 08:41:59 +00:00
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#include "m_png.h"
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2019-12-23 14:40:17 +00:00
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#include <memory>
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namespace OpenGLRenderer
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{
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2020-05-31 08:41:59 +00:00
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class FHardwareTexture;
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2019-12-23 14:40:17 +00:00
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class FGLDebug;
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class OpenGLFrameBuffer : public SystemGLFrameBuffer
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{
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typedef SystemGLFrameBuffer Super;
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2020-05-31 08:41:59 +00:00
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void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
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2019-12-23 14:40:17 +00:00
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public:
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explicit OpenGLFrameBuffer() {}
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OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
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~OpenGLFrameBuffer();
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void InitializeState() override;
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void Update() override;
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2020-05-31 08:41:59 +00:00
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void AmbientOccludeScene(float m5) override;
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void FirstEye() override;
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void NextEye(int eyecount) override;
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void SetSceneRenderTarget(bool useSSAO) override;
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void UpdateShadowMap() override;
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void WaitForCommands(bool finish) override;
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void SetSaveBuffers(bool yes) override;
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void CopyScreenToBuffer(int width, int height, uint8_t* buffer) override;
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bool FlipSavePic() const override { return true; }
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FRenderState* RenderState() override;
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void UpdatePalette() override;
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2019-12-23 14:40:17 +00:00
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const char* DeviceName() const override;
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2020-05-28 23:03:01 +00:00
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void SetTextureFilterMode() override;
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2020-05-31 19:25:52 +00:00
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IHardwareTexture *CreateHardwareTexture(int numchannels) override;
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2020-05-31 08:41:59 +00:00
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void PrecacheMaterial(FMaterial *mat, int translation) override;
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2019-12-23 14:40:17 +00:00
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void BeginFrame() override;
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void SetViewportRects(IntRect *bounds) override;
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2019-12-23 14:40:17 +00:00
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void BlurScene(float amount) override;
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IVertexBuffer *CreateVertexBuffer() override;
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IIndexBuffer *CreateIndexBuffer() override;
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2019-12-28 21:36:47 +00:00
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IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
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2019-12-23 14:40:17 +00:00
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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// points to the last row in the buffer, which will be the first row output.
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virtual TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
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void Swap();
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bool IsHWGammaActive() const { return HWGammaActive; }
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2020-07-23 14:35:54 +00:00
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void SetVSync(bool vsync) override;
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2020-05-31 08:41:59 +00:00
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void Draw2D() override;
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2020-06-07 13:02:54 +00:00
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void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
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2019-12-23 14:40:17 +00:00
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bool HWGammaActive = false; // Are we using hardware or software gamma?
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std::shared_ptr<FGLDebug> mDebug; // Debug API
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2020-05-31 08:41:59 +00:00
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FTexture *WipeStartScreen() override;
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FTexture *WipeEndScreen() override;
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2019-12-23 14:40:17 +00:00
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int camtexcount = 0;
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};
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}
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#endif //__GL_FRAMEBUFFER
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