2016-03-01 15:47:10 +00:00
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#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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2018-04-03 18:14:26 +00:00
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extern FRenderer *SWRenderer;
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2016-09-20 21:13:12 +00:00
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class FSerializer;
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2016-03-01 15:47:10 +00:00
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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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2016-09-21 07:01:12 +00:00
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class FileWriter;
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2018-04-05 21:08:09 +00:00
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class DCanvas;
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2016-03-01 15:47:10 +00:00
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struct FRenderer
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{
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2018-04-03 22:21:25 +00:00
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virtual ~FRenderer() {}
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2016-03-01 15:47:10 +00:00
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// precache one texture
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2018-04-03 22:21:25 +00:00
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virtual void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) = 0;
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2016-03-01 15:47:10 +00:00
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// render 3D view
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2018-04-05 21:08:09 +00:00
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virtual void RenderView(player_t *player, DCanvas *target) = 0;
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2016-03-01 15:47:10 +00:00
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// renders view to a savegame picture
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2018-04-03 22:21:25 +00:00
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virtual void WriteSavePic(player_t *player, FileWriter *file, int width, int height) = 0;
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2018-04-03 20:50:47 +00:00
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// render to a camera texture
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2018-04-03 22:21:25 +00:00
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virtual void RenderTextureView(FCanvasTexture *tex, AActor *viewpoint, double fov) = 0;
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2016-03-01 15:47:10 +00:00
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// draws player sprites with hardware acceleration (only useful for software rendering)
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2018-04-03 22:21:25 +00:00
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virtual void DrawRemainingPlayerSprites() = 0;
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2016-03-01 15:47:10 +00:00
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2018-04-03 20:50:47 +00:00
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// set up the colormap for a newly loaded level.
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2018-04-03 22:21:25 +00:00
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virtual void SetColormap() = 0;
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virtual void SetClearColor(int color) = 0;
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virtual void Init() = 0;
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2016-03-01 15:47:10 +00:00
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};
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#endif
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