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1050013017
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings. - avoids flushing all textures for change of texture filter mode. - separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling. - create mipmaps based on use case, not texture type. - allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes. - better precaching of skyboxes.
171 lines
No EOL
4.4 KiB
C++
171 lines
No EOL
4.4 KiB
C++
#ifndef __GL_RENDERER_H
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#define __GL_RENDERER_H
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#include "r_defs.h"
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#include "v_video.h"
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#include "vectors.h"
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#include "r_renderer.h"
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struct particle_t;
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class FCanvasTexture;
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class FFlatVertexBuffer;
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class FSkyVertexBuffer;
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class FModelVertexBuffer;
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class OpenGLFrameBuffer;
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struct FDrawInfo;
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struct pspdef_t;
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class FShaderManager;
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class GLPortal;
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class FGLThreadManager;
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class FLightBuffer;
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class FSamplerManager;
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enum SectorRenderFlags
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{
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// This is used to avoid creating too many drawinfos
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SSRF_RENDERFLOOR = 1,
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SSRF_RENDERCEILING = 2,
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SSRF_RENDER3DPLANES = 4,
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SSRF_RENDERALL = 7,
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SSRF_PROCESSED = 8,
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SSRF_SEEN = 16,
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};
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struct GL_IRECT
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{
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int left,top;
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int width,height;
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void Offset(int xofs,int yofs)
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{
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left+=xofs;
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top+=yofs;
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}
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};
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class FGLRenderer
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{
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public:
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OpenGLFrameBuffer *framebuffer;
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GLPortal *mCurrentPortal;
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int mMirrorCount;
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int mPlaneMirrorCount;
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int mLightCount;
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float mCurrentFoV;
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AActor *mViewActor;
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FShaderManager *mShaderManager;
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FSamplerManager *mSamplerManager;
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FGLThreadManager *mThreadManager;
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int gl_spriteindex;
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unsigned int mFBID;
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FTexture *glpart2;
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FTexture *glpart;
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FTexture *mirrortexture;
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float mSky1Pos, mSky2Pos;
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FRotator mAngles;
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FVector2 mViewVector;
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FVector3 mCameraPos;
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FFlatVertexBuffer *mVBO;
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FSkyVertexBuffer *mSkyVBO;
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FModelVertexBuffer *mModelVBO;
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FLightBuffer *mLights;
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FGLRenderer(OpenGLFrameBuffer *fb);
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~FGLRenderer() ;
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angle_t FrustumAngle();
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void SetViewArea();
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void ResetViewport();
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void SetViewport(GL_IRECT *bounds);
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sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderView(player_t *player);
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void SetCameraPos(fixed_t viewx, fixed_t viewy, fixed_t viewz, angle_t viewangle);
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void SetupView(fixed_t viewx, fixed_t viewy, fixed_t viewz, angle_t viewangle, bool mirror, bool planemirror);
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void Initialize();
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void CreateScene();
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void RenderScene(int recursion);
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void RenderTranslucent();
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void DrawScene(bool toscreen = false);
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void DrawBlend(sector_t * viewsector);
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void DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader, bool alphatexture);
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void DrawPlayerSprites(sector_t * viewsector, bool hudModelStep);
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void DrawTargeterSprites();
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void Begin2D();
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void ClearBorders();
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void DrawTexture(FTexture *img, DCanvas::DrawParms &parms);
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void DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color);
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void DrawPixel(int x1, int y1, int palcolor, uint32 color);
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void Dim(PalEntry color, float damount, int x1, int y1, int w, int h);
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void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin);
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void Clear(int left, int top, int right, int bottom, int palcolor, uint32 color);
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void ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector);
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void ProcessSprite(AActor *thing, sector_t *sector);
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void ProcessParticle(particle_t *part, sector_t *sector);
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void ProcessSector(sector_t *fakesector);
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void FlushTextures();
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unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h);
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void SetupLevel();
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void SetFixedColormap (player_t *player);
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void WriteSavePic (player_t *player, FILE *file, int width, int height);
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void EndDrawScene(sector_t * viewsector);
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void Flush() {}
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void SetProjection(float fov, float ratio, float fovratio);
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void SetViewMatrix(bool mirror, bool planemirror);
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void ProcessScene(bool toscreen = false);
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bool StartOffscreen();
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void EndOffscreen();
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void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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angle_t rotation, FDynamicColormap *colormap, int lightlevel);
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};
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// Global functions. Make them members of GLRenderer later?
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void gl_RenderBSPNode (void *node);
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bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
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void gl_CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
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typedef enum
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{
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area_normal,
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area_below,
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area_above,
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area_default
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} area_t;
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extern area_t in_area;
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sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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inline sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, bool back)
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{
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return gl_FakeFlat(sec, dest, in_area, back);
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}
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struct TexFilter_s
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{
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int minfilter;
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int magfilter;
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bool mipmapping;
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} ;
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extern FGLRenderer *GLRenderer;
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#endif |