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d72623b9b5
Removing this made me realize that calling the renderers' FakeFlat functions from the automap is inherently unsafe with the recent refactorings because there is absolutely no guarantee that the data may actually still be defined when the automap is being drawn. So the best approach here is to give the automap its own FakeFlat function that runs independently of render data and assumptions of data preservation. This one can also be a lot simpler because it only needs the floor, not the ceiling info.
67 lines
1.7 KiB
C++
67 lines
1.7 KiB
C++
#ifndef __R_RENDERER_H
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#define __R_RENDERER_H
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#include <stdio.h>
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struct FRenderer;
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extern FRenderer *Renderer;
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class FSerializer;
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class FTexture;
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class AActor;
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class player_t;
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struct sector_t;
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class FCanvasTexture;
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class FileWriter;
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struct FRenderer
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{
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FRenderer()
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{
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Renderer = this;
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}
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virtual ~FRenderer()
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{
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Renderer = NULL;
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}
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// Can be overridden so that the colormaps for sector color/fade won't be built.
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virtual bool UsesColormap() const = 0;
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// precache one texture
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virtual void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) = 0;
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// render 3D view
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virtual void RenderView(player_t *player) = 0;
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// Remap voxel palette
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virtual void RemapVoxels() {}
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// renders view to a savegame picture
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virtual void WriteSavePic (player_t *player, FileWriter *file, int width, int height) = 0;
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// draws player sprites with hardware acceleration (only useful for software rendering)
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virtual void DrawRemainingPlayerSprites() {}
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// notify the renderer that serialization of the curent level is about to start/end
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virtual void StartSerialize(FSerializer &arc) {}
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virtual void EndSerialize(FSerializer &arc) {}
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virtual int GetMaxViewPitch(bool down) = 0; // return value is in plain degrees
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virtual void OnModeSet () {}
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virtual void SetClearColor(int color) = 0;
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virtual void Init() = 0;
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virtual void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) = 0;
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virtual void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog) {}
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virtual void PreprocessLevel() {}
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virtual void CleanLevelData() {}
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virtual bool RequireGLNodes() { return false; }
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virtual double GetVisibility() { return 8.f; }
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virtual void SetVisibility(double vis) { }
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};
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#endif
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