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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.
63 lines
1.5 KiB
C++
63 lines
1.5 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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// 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 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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