gzdoom/src/r_renderer.h

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#ifndef __R_RENDERER_H
#define __R_RENDERER_H
#include <stdio.h>
struct FRenderer;
extern FRenderer *Renderer;
extern FRenderer *SWRenderer;
class FSerializer;
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class FTexture;
class AActor;
class player_t;
struct sector_t;
class FCanvasTexture;
class FileWriter;
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struct FRenderer
{
// precache one texture
virtual void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) = 0;
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// render 3D view
virtual void RenderView(player_t *player) = 0;
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// renders view to a savegame picture
virtual void WriteSavePic (player_t *player, FileWriter *file, int width, int height) = 0;
// render to a camera texture
virtual void RenderTextureView(FCanvasTexture *tex, AActor *viewpoint, double fov) = 0;
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// draws player sprites with hardware acceleration (only useful for software rendering)
virtual void DrawRemainingPlayerSprites() {}
// set up the colormap for a newly loaded level.
virtual void SetColormap() {}
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virtual void OnModeSet () {}
virtual void SetClearColor(int color) {};
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};
#endif