mirror of
https://github.com/ZDoom/gzdoom-gles.git
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2c65f08011
* 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.
61 lines
1.4 KiB
C++
61 lines
1.4 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, double 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 uint32_t GetCaps() { return 0; }
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};
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#endif
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