raze/source/common/rendering/gles/gles_framebuffer.h
Christoph Oelckers 7debab7ff4 - refined wall sprite check so that orthogonally aligned sprites are only aligned to orthogonal walls.
Here even the slightest deviation can create problems.
2022-08-03 14:13:42 +02:00

73 lines
2.2 KiB
C++

#ifndef __GLES_FRAMEBUFFER
#define __GLES_FRAMEBUFFER
#include "gl_sysfb.h"
#include "m_png.h"
#include <memory>
namespace OpenGLESRenderer
{
class FHardwareTexture;
class OpenGLFrameBuffer : public SystemGLFrameBuffer
{
typedef SystemGLFrameBuffer Super;
void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
public:
explicit OpenGLFrameBuffer() {}
OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
~OpenGLFrameBuffer();
int Backend() override { return 0; }
void InitializeState() override;
void Update() override;
int GetShaderCount() override { return 0; }
void FirstEye() override;
void NextEye(int eyecount) override;
void SetSceneRenderTarget(bool useSSAO) override;
void WaitForCommands(bool finish) override;
void CopyScreenToBuffer(int width, int height, uint8_t* buffer) override;
bool FlipSavePic() const override { return true; }
FRenderState* RenderState() override;
const char* DeviceName() const override;
void SetTextureFilterMode() override;
IHardwareTexture *CreateHardwareTexture(int numchannels) override;
void PrecacheMaterial(FMaterial *mat, int translation) override;
void BeginFrame() override;
void SetViewportRects(IntRect *bounds) override;
IVertexBuffer *CreateVertexBuffer() override;
IIndexBuffer *CreateIndexBuffer() override;
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) override;
void Draw2D() override;
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
FTexture *WipeStartScreen() override;
FTexture *WipeEndScreen() override;
int camtexcount = 0;
};
}
#endif //__GL_FRAMEBUFFER