mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-02 08:53:29 +00:00
65e1589543
- some reorganization of texture precaching so that the renderer can decide what to do with actors. Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.
42 lines
1.2 KiB
C
42 lines
1.2 KiB
C
#ifndef __R_SWRENDERER_H
|
|
#define __R_SWRENDERER_H
|
|
|
|
#include "r_renderer.h"
|
|
|
|
struct FSoftwareRenderer : public FRenderer
|
|
{
|
|
// Can be overridden so that the colormaps for sector color/fade won't be built.
|
|
virtual bool UsesColormap() const;
|
|
|
|
// precache one texture
|
|
void PrecacheTexture(FTexture *tex, int cache);
|
|
virtual void Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist);
|
|
|
|
// render 3D view
|
|
virtual void RenderView(player_t *player);
|
|
|
|
// Remap voxel palette
|
|
virtual void RemapVoxels();
|
|
|
|
// renders view to a savegame picture
|
|
virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
|
|
|
// draws player sprites with hardware acceleration (only useful for software rendering)
|
|
virtual void DrawRemainingPlayerSprites();
|
|
|
|
virtual int GetMaxViewPitch(bool down);
|
|
|
|
void OnModeSet ();
|
|
void ErrorCleanup ();
|
|
void ClearBuffer(int color);
|
|
void Init();
|
|
void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
|
|
void SetupFrame(player_t *player);
|
|
void CopyStackedViewParameters();
|
|
void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov);
|
|
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back);
|
|
|
|
};
|
|
|
|
|
|
#endif
|