#ifndef __R_SWRENDERER_H #define __R_SWRENDERER_H #include "r_renderer.h" struct FSoftwareRenderer : public FRenderer { // Can be overridden so that the colormaps for sector color/fade won't be built. virtual bool UsesColormap() const; // precache one texture void PrecacheTexture(FTexture *tex, int cache); virtual void Precache(BYTE *texhitlist, TMap &actorhitlist); // render 3D view virtual void RenderView(player_t *player); // Remap voxel palette virtual void RemapVoxels(); // renders view to a savegame picture virtual void WriteSavePic (player_t *player, FILE *file, int width, int height); // draws player sprites with hardware acceleration (only useful for software rendering) virtual void DrawRemainingPlayerSprites(); virtual int GetMaxViewPitch(bool down); void OnModeSet (); void ErrorCleanup (); void ClearBuffer(int color); void Init(); void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio); void SetupFrame(player_t *player); void CopyStackedViewParameters(); void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov); sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back); }; #endif