/* ** Renderer multithreading framework ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #pragma once #include namespace swrenderer { class VisibleSpriteList; class RenderPortal; class RenderOpaquePass; class RenderTranslucentPass; class RenderPlayerSprites; class RenderScene; class Clip3DFloors; class VisiblePlaneList; class DrawSegmentList; class RenderClipSegment; class RenderMemory; class RenderThread { public: RenderThread(); ~RenderThread(); std::unique_ptr FrameMemory; std::unique_ptr OpaquePass; std::unique_ptr TranslucentPass; std::unique_ptr SpriteList; std::unique_ptr Portal; std::unique_ptr Clip3DFloors; std::unique_ptr PlayerSprites; std::unique_ptr PlaneList; std::unique_ptr Scene; std::unique_ptr DrawSegments; std::unique_ptr ClipSegments; }; }