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https://github.com/ZDoom/gzdoom-gles.git
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921bc763fb
- moved testcolor and test fades into SWRenderer files. These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
45 lines
1.1 KiB
C++
45 lines
1.1 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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// precache textures
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void Precache(uint8_t *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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void PreprocessLevel() override;
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void CleanLevelData() override;
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double GetVisibility() override;
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void SetVisibility(double vis) 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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