gzdoom-gles/src/r_renderer.h
Christoph Oelckers 2c65f08011 - more timer cleanup
* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
2017-11-13 00:28:43 +01:00

61 lines
1.4 KiB
C++

#ifndef __R_RENDERER_H
#define __R_RENDERER_H
#include <stdio.h>
struct FRenderer;
extern FRenderer *Renderer;
class FSerializer;
class FTexture;
class AActor;
class player_t;
struct sector_t;
class FCanvasTexture;
class FileWriter;
struct FRenderer
{
FRenderer()
{
Renderer = this;
}
virtual ~FRenderer()
{
Renderer = NULL;
}
// precache one texture
virtual void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) = 0;
// render 3D view
virtual void RenderView(player_t *player) = 0;
// Remap voxel palette
virtual void RemapVoxels() {}
// renders view to a savegame picture
virtual void WriteSavePic (player_t *player, FileWriter *file, int width, int height) = 0;
// draws player sprites with hardware acceleration (only useful for software rendering)
virtual void DrawRemainingPlayerSprites() {}
// notify the renderer that serialization of the curent level is about to start/end
virtual void StartSerialize(FSerializer &arc) {}
virtual void EndSerialize(FSerializer &arc) {}
virtual int GetMaxViewPitch(bool down) = 0; // return value is in plain degrees
virtual void OnModeSet () {}
virtual void SetClearColor(int color) = 0;
virtual void Init() = 0;
virtual void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, double fov) = 0;
virtual void PreprocessLevel() {}
virtual void CleanLevelData() {}
virtual bool RequireGLNodes() { return false; }
virtual uint32_t GetCaps() { return 0; }
};
#endif