#pragma once #include "gl_sysfb.h" #include "r_memory.h" #include "r_thread.h" #include "poly_triangle.h" struct FRenderViewpoint; class PolyDataBuffer; class PolyRenderState; class SWSceneDrawer; class PolyFrameBuffer : public SystemBaseFrameBuffer { typedef SystemBaseFrameBuffer Super; public: RenderMemory *GetFrameMemory() { return &mFrameMemory; } PolyRenderState *GetRenderState() { return mRenderState.get(); } DCanvas *GetCanvas() override { return mCanvas.get(); } PolyDepthStencil *GetDepthStencil() { return mDepthStencil.get(); } PolyCommandBuffer *GetDrawCommands(); void FlushDrawCommands(); unsigned int GetLightBufferBlockSize() const; PolyFrameBuffer(void *hMonitor, bool fullscreen); ~PolyFrameBuffer(); void Update() override; bool IsPoly() override { return true; } void InitializeState() override; FRenderState* RenderState() override; void PrecacheMaterial(FMaterial *mat, int translation) override; void UpdatePalette() override; void SetTextureFilterMode() override; void BeginFrame() override; void BlurScene(float amount) override; void PostProcessScene(bool swscene, int fixedcm, const std::function &afterBloomDrawEndScene2D) override; void AmbientOccludeScene(float m5) override; //void SetSceneRenderTarget(bool useSSAO) override; IHardwareTexture *CreateHardwareTexture(int numchannels) override; IVertexBuffer *CreateVertexBuffer() override; IIndexBuffer *CreateIndexBuffer() override; IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override; FTexture *WipeStartScreen() override; FTexture *WipeEndScreen() override; TArray GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override; void SetVSync(bool vsync) override; void Draw2D() override; struct DeleteList { std::vector> Buffers; std::vector> Images; } FrameDeleteList; private: void RenderTextureView(FCanvasTexture* tex, std::function renderFunc) override; void UpdateShadowMap() override; void CheckCanvas(); IDataBuffer *mLightBuffer = nullptr; std::unique_ptr mRenderState; std::unique_ptr mCanvas; std::unique_ptr mDepthStencil; std::unique_ptr mDrawCommands; RenderMemory mFrameMemory; struct ScreenQuadVertex { float x, y, z; float u, v; PalEntry color0; ScreenQuadVertex() = default; ScreenQuadVertex(float x, float y, float u, float v) : x(x), y(y), z(1.0f), u(u), v(v), color0(0xffffffff) { } }; struct ScreenQuad { IVertexBuffer* VertexBuffer = nullptr; IIndexBuffer* IndexBuffer = nullptr; } mScreenQuad; bool cur_vsync = false; }; inline PolyFrameBuffer *GetPolyFrameBuffer() { return static_cast(screen); }