gzdoom-gles/src/gl/renderer/gl_renderer.h
Christoph Oelckers 306b630de2 - merged the remains of gl_texture.cpp into hw_cvars.cpp.
- eliminated hqresize.cpp's dependency on GL headers.
- cleaned up the logic for CreateTexBuffer so that hqresize.cpp does not need to check for software warped textures anymore.
2018-04-25 21:02:50 +02:00

242 lines
5.5 KiB
C++

#ifndef __GL_RENDERER_H
#define __GL_RENDERER_H
#include "r_defs.h"
#include "v_video.h"
#include "vectors.h"
#include "r_renderer.h"
#include "r_data/matrix.h"
#include "gl/dynlights/gl_shadowmap.h"
#include <functional>
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
struct particle_t;
class FCanvasTexture;
class FFlatVertexBuffer;
class FSkyVertexBuffer;
class OpenGLFrameBuffer;
struct FDrawInfo;
class FShaderManager;
class GLPortal;
class FLightBuffer;
class FSamplerManager;
class DPSprite;
class FGLRenderBuffers;
class FLinearDepthShader;
class FDepthBlurShader;
class FSSAOShader;
class FSSAOCombineShader;
class FBloomExtractShader;
class FBloomCombineShader;
class FExposureExtractShader;
class FExposureAverageShader;
class FExposureCombineShader;
class FBlurShader;
class FTonemapShader;
class FColormapShader;
class FLensShader;
class FFXAALumaShader;
class FFXAAShader;
class FPresentShader;
class FPresent3DCheckerShader;
class FPresent3DColumnShader;
class FPresent3DRowShader;
class FGL2DDrawer;
class FHardwareTexture;
class FShadowMapShader;
class FCustomPostProcessShaders;
class GLSceneDrawer;
class SWSceneDrawer;
inline float DEG2RAD(float deg)
{
return deg * float(M_PI / 180.0);
}
inline float RAD2DEG(float deg)
{
return deg * float(180. / M_PI);
}
struct GL_IRECT
{
int left,top;
int width,height;
void Offset(int xofs,int yofs)
{
left+=xofs;
top+=yofs;
}
};
enum
{
DM_MAINVIEW,
DM_OFFSCREEN,
DM_PORTAL,
DM_SKYPORTAL
};
// Helper baggage to draw the paletted software renderer output on old hardware.
// This must be here because the 2D drawer needs to access it, not the scene drawer.
class LegacyShader;
struct LegacyShaderContainer
{
enum
{
NUM_SHADERS = 4
};
LegacyShader *Shaders[NUM_SHADERS];
LegacyShader* CreatePixelShader(const FString& vertexsrc, const FString& fragmentsrc, const FString &defines);
LegacyShaderContainer();
~LegacyShaderContainer();
bool LoadShaders();
void BindShader(int num, const float *p1, const float *p2);
};
class FGLRenderer
{
public:
OpenGLFrameBuffer *framebuffer;
GLPortal *mClipPortal;
GLPortal *mCurrentPortal;
int mMirrorCount;
int mPlaneMirrorCount;
int mLightCount;
float mCurrentFoV;
AActor *mViewActor;
FShaderManager *mShaderManager;
FSamplerManager *mSamplerManager;
int gl_spriteindex;
unsigned int mFBID;
unsigned int mVAOID;
int mOldFBID;
FGLRenderBuffers *mBuffers;
FLinearDepthShader *mLinearDepthShader;
FSSAOShader *mSSAOShader;
FDepthBlurShader *mDepthBlurShader;
FSSAOCombineShader *mSSAOCombineShader;
FBloomExtractShader *mBloomExtractShader;
FBloomCombineShader *mBloomCombineShader;
FExposureExtractShader *mExposureExtractShader;
FExposureAverageShader *mExposureAverageShader;
FExposureCombineShader *mExposureCombineShader;
FBlurShader *mBlurShader;
FTonemapShader *mTonemapShader;
FColormapShader *mColormapShader;
FHardwareTexture *mTonemapPalette;
FLensShader *mLensShader;
FFXAALumaShader *mFXAALumaShader;
FFXAAShader *mFXAAShader;
FPresentShader *mPresentShader;
FPresent3DCheckerShader *mPresent3dCheckerShader;
FPresent3DColumnShader *mPresent3dColumnShader;
FPresent3DRowShader *mPresent3dRowShader;
FShadowMapShader *mShadowMapShader;
FCustomPostProcessShaders *mCustomPostProcessShaders;
FShadowMap mShadowMap;
FTextureID glLight;
FTextureID glPart2;
FTextureID glPart;
FTextureID mirrorTexture;
float mSky1Pos, mSky2Pos;
FRotator mAngles;
FVector2 mViewVector;
FFlatVertexBuffer *mVBO;
FSkyVertexBuffer *mSkyVBO;
FLightBuffer *mLights;
SWSceneDrawer *swdrawer = nullptr;
LegacyShaderContainer *legacyShaders = nullptr;
GL_IRECT mScreenViewport;
GL_IRECT mSceneViewport;
GL_IRECT mOutputLetterbox;
bool mDrawingScene2D = false;
float mSceneClearColor[3];
float mGlobVis = 0.0f;
FGLRenderer(OpenGLFrameBuffer *fb);
~FGLRenderer() ;
void SetOutputViewport(GL_IRECT *bounds);
int ScreenToWindowX(int x);
int ScreenToWindowY(int y);
void Initialize(int width, int height);
void Begin2D();
void ClearBorders();
void FlushTextures();
void SetupLevel();
void ResetSWScene();
void RenderScreenQuad();
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
void AmbientOccludeScene();
void UpdateCameraExposure();
void BloomScene(int fixedcm);
void TonemapScene();
void ColormapScene(int fixedcm);
void CreateTonemapPalette();
void ClearTonemapPalette();
void LensDistortScene();
void ApplyFXAA();
void BlurScene(float gameinfobluramount);
void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
void DrawPresentTexture(const GL_IRECT &box, bool applyGamma);
void Flush();
void GetSpecialTextures();
void Draw2D(F2DDrawer *data);
void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
void RenderView(player_t *player);
void DrawBlend(sector_t * viewsector, bool FixedColormap, bool docolormap, bool in2d = false);
bool StartOffscreen();
void EndOffscreen();
void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
int PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num);
static float GetZNear() { return 5.f; }
static float GetZFar() { return 65536.f; }
};
#include "hwrenderer/scene/hw_fakeflat.h"
struct TexFilter_s
{
int minfilter;
int magfilter;
bool mipmapping;
} ;
extern FGLRenderer *GLRenderer;
#endif