mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 15:21:02 +00:00
f4d9ad1123
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel. Handling of the alPh chunk has been removed as a result as it in no longer needed.
96 lines
2.8 KiB
C++
96 lines
2.8 KiB
C++
/*
|
|
** Renderer multithreading framework
|
|
** Copyright (c) 2016 Magnus Norddahl
|
|
**
|
|
** This software is provided 'as-is', without any express or implied
|
|
** warranty. In no event will the authors be held liable for any damages
|
|
** arising from the use of this software.
|
|
**
|
|
** Permission is granted to anyone to use this software for any purpose,
|
|
** including commercial applications, and to alter it and redistribute it
|
|
** freely, subject to the following restrictions:
|
|
**
|
|
** 1. The origin of this software must not be misrepresented; you must not
|
|
** claim that you wrote the original software. If you use this software
|
|
** in a product, an acknowledgment in the product documentation would be
|
|
** appreciated but is not required.
|
|
** 2. Altered source versions must be plainly marked as such, and must not be
|
|
** misrepresented as being the original software.
|
|
** 3. This notice may not be removed or altered from any source distribution.
|
|
**
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include <memory>
|
|
#include <thread>
|
|
|
|
class DrawerCommandQueue;
|
|
typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
|
|
class RenderMemory;
|
|
|
|
EXTERN_CVAR(Bool, r_models);
|
|
|
|
namespace swrenderer
|
|
{
|
|
class VisibleSpriteList;
|
|
class RenderPortal;
|
|
class RenderOpaquePass;
|
|
class RenderTranslucentPass;
|
|
class RenderPlayerSprites;
|
|
class RenderScene;
|
|
class RenderViewport;
|
|
class Clip3DFloors;
|
|
class VisiblePlaneList;
|
|
class DrawSegmentList;
|
|
class RenderClipSegment;
|
|
class RenderViewport;
|
|
class LightVisibility;
|
|
class SWPixelFormatDrawers;
|
|
class SWTruecolorDrawers;
|
|
class SWPalDrawers;
|
|
|
|
class RenderThread
|
|
{
|
|
public:
|
|
RenderThread(RenderScene *scene, bool mainThread = true);
|
|
~RenderThread();
|
|
|
|
RenderScene *Scene;
|
|
int X1 = 0;
|
|
int X2 = MAXWIDTH;
|
|
bool MainThread = false;
|
|
|
|
std::unique_ptr<RenderMemory> FrameMemory;
|
|
std::unique_ptr<RenderOpaquePass> OpaquePass;
|
|
std::unique_ptr<RenderTranslucentPass> TranslucentPass;
|
|
std::unique_ptr<VisibleSpriteList> SpriteList;
|
|
std::unique_ptr<RenderPortal> Portal;
|
|
std::unique_ptr<Clip3DFloors> Clip3D;
|
|
std::unique_ptr<RenderPlayerSprites> PlayerSprites;
|
|
std::unique_ptr<VisiblePlaneList> PlaneList;
|
|
std::unique_ptr<DrawSegmentList> DrawSegments;
|
|
std::unique_ptr<RenderClipSegment> ClipSegments;
|
|
std::unique_ptr<RenderViewport> Viewport;
|
|
std::unique_ptr<LightVisibility> Light;
|
|
DrawerCommandQueuePtr DrawQueue;
|
|
|
|
std::thread thread;
|
|
|
|
// VisibleSprite working buffers
|
|
short clipbot[MAXWIDTH];
|
|
short cliptop[MAXWIDTH];
|
|
|
|
SWPixelFormatDrawers *Drawers(RenderViewport *viewport);
|
|
|
|
// Make sure texture can accessed safely
|
|
void PrepareTexture(FTexture *texture, FRenderStyle style);
|
|
|
|
// Setup poly object in a threadsafe manner
|
|
void PreparePolyObject(subsector_t *sub);
|
|
|
|
private:
|
|
std::unique_ptr<SWTruecolorDrawers> tc_drawers;
|
|
std::unique_ptr<SWPalDrawers> pal_drawers;
|
|
};
|
|
}
|