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47 lines
1.3 KiB
C++
47 lines
1.3 KiB
C++
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#pragma once
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#include "r_renderer.h"
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#include "swrenderer/scene/r_scene.h"
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struct FSoftwareRenderer : public FRenderer
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{
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FSoftwareRenderer();
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~FSoftwareRenderer();
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// Can be overridden so that the colormaps for sector color/fade won't be built.
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bool UsesColormap() const override;
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// precache textures
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void Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
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// render 3D view
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void RenderView(player_t *player) override;
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// Remap voxel palette
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void RemapVoxels() override;
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// renders view to a savegame picture
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void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
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// draws player sprites with hardware acceleration (only useful for software rendering)
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void DrawRemainingPlayerSprites() override;
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int GetMaxViewPitch(bool down) override;
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bool RequireGLNodes() override;
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void OnModeSet() override;
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void SetClearColor(int color) override;
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void Init() override;
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void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) override;
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel) override;
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void StateChanged(AActor *actor) override;
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void PreprocessLevel() override;
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void CleanLevelData() override;
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private:
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void PrecacheTexture(FTexture *tex, int cache);
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swrenderer::RenderScene mScene;
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};
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