gzdoom-last-svn/src/gl/gl_framebuffer.h
Christoph Oelckers a00125631d - renamed low level texture class.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@473 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-22 14:48:12 +00:00

115 lines
3.1 KiB
C++

#ifndef __GL_FRAMEBUFFER
#define __GL_FRAMEBUFFER
#ifdef _WIN32
#include "win32iface.h"
#include "win32gliface.h"
#endif
namespace GLRendererOld
{
class FHardwareTexture;
}
extern long gl_frameMS;
extern long gl_frameCount;
#ifdef _WIN32
class OpenGLFrameBuffer : public Win32GLFrameBuffer
{
typedef Win32GLFrameBuffer Super;
DECLARE_CLASS(OpenGLFrameBuffer, Win32GLFrameBuffer)
#else
#include "sdlglvideo.h"
class OpenGLFrameBuffer : public SDLGLFB
{
// typedef SDLGLFB Super; //[C]commented, DECLARE_CLASS defines this in linux
DECLARE_CLASS(OpenGLFrameBuffer, SDLGLFB)
#endif
public:
explicit OpenGLFrameBuffer() {}
OpenGLFrameBuffer(int width, int height, int bits, int refreshHz, bool fullscreen) ;
~OpenGLFrameBuffer();
void InitializeState();
void Update();
// Color correction
bool SetGamma (float gamma);
bool SetBrightness(float bright);
bool SetContrast(float contrast);
void DoSetGamma();
bool UsesColormap() const;
void UpdatePalette();
void GetFlashedPalette (PalEntry pal[256]);
PalEntry *GetPalette ();
bool SetFlash(PalEntry rgb, int amount);
void GetFlash(PalEntry &rgb, int &amount);
int GetPageCount();
bool Begin2D(bool copy3d);
// Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer
// points to the last row in the buffer, which will be the first row output.
virtual void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
// Releases the screenshot buffer.
virtual void ReleaseScreenshotBuffer();
// 2D drawing
void STACK_ARGS DrawTextureV(FTexture *img, int x, int y, uint32 tag, va_list tags);
void DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color);
void DrawPixel(int x1, int y1, int palcolor, uint32 color);
void Clear(int left, int top, int right, int bottom, int palcolor, uint32 color);
void Dim(PalEntry color=0);
void Dim (PalEntry color, float damount, int x1, int y1, int w, int h);
void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
void DrawRemainingPlayerSprites();
void PrecacheTexture(FTexture *tex, bool cache);
FNativePalette *CreatePalette(FRemapTable *remap);
void RenderView (player_t* player);
void WriteSavePic (player_t *player, FILE *file, int width, int height);
bool WipeStartScreen(int type);
void WipeEndScreen();
bool WipeDo(int ticks);
void WipeCleanup();
private:
PalEntry Flash;
// Texture creation info
int cm;
int translation;
bool iscomplex;
PalEntry SourcePalette[256];
BYTE *ScreenshotBuffer;
class Wiper
{
public:
virtual ~Wiper();
virtual bool Run(int ticks, OpenGLFrameBuffer *fb) = 0;
};
class Wiper_Melt; friend class Wiper_Melt;
class Wiper_Burn; friend class Wiper_Burn;
class Wiper_Crossfade; friend class Wiper_Crossfade;
Wiper *ScreenWipe;
GLRendererOld::FHardwareTexture *wipestartscreen;
GLRendererOld::FHardwareTexture *wipeendscreen;
public:
AActor * LastCamera;
};
#endif //__GL_FRAMEBUFFER