raze/source/common/rendering/polyrenderer/backend/poly_framebuffer.h
2020-05-31 21:25:52 +02:00

98 lines
2.7 KiB
C++

#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<void()> &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<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
void SetVSync(bool vsync) override;
void Draw2D() override;
struct DeleteList
{
std::vector<std::vector<uint32_t>> Buffers;
std::vector<std::unique_ptr<DCanvas>> Images;
} FrameDeleteList;
private:
void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
void UpdateShadowMap() override;
void CheckCanvas();
IDataBuffer *mLightBuffer = nullptr;
std::unique_ptr<PolyRenderState> mRenderState;
std::unique_ptr<DCanvas> mCanvas;
std::unique_ptr<PolyDepthStencil> mDepthStencil;
std::unique_ptr<PolyCommandBuffer> 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<PolyFrameBuffer*>(screen); }