mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-20 11:11:34 +00:00
168 lines
No EOL
4.3 KiB
C++
168 lines
No EOL
4.3 KiB
C++
#ifndef __GL_RENDERER_H
|
|
#define __GL_RENDERER_H
|
|
|
|
#include "r_defs.h"
|
|
#include "v_video.h"
|
|
#include "vectors.h"
|
|
#include "r_renderer.h"
|
|
#include "gl/data/gl_matrix.h"
|
|
|
|
struct particle_t;
|
|
class FCanvasTexture;
|
|
class FFlatVertexBuffer;
|
|
class FSkyVertexBuffer;
|
|
class OpenGLFrameBuffer;
|
|
struct FDrawInfo;
|
|
struct pspdef_t;
|
|
class FShaderManager;
|
|
class GLPortal;
|
|
class FLightBuffer;
|
|
class FSamplerManager;
|
|
|
|
enum SectorRenderFlags
|
|
{
|
|
// This is used to avoid creating too many drawinfos
|
|
SSRF_RENDERFLOOR = 1,
|
|
SSRF_RENDERCEILING = 2,
|
|
SSRF_RENDER3DPLANES = 4,
|
|
SSRF_RENDERALL = 7,
|
|
SSRF_PROCESSED = 8,
|
|
SSRF_SEEN = 16,
|
|
};
|
|
|
|
struct GL_IRECT
|
|
{
|
|
int left,top;
|
|
int width,height;
|
|
|
|
|
|
void Offset(int xofs,int yofs)
|
|
{
|
|
left+=xofs;
|
|
top+=yofs;
|
|
}
|
|
};
|
|
|
|
|
|
class FGLRenderer
|
|
{
|
|
public:
|
|
|
|
OpenGLFrameBuffer *framebuffer;
|
|
GLPortal *mCurrentPortal;
|
|
int mMirrorCount;
|
|
int mPlaneMirrorCount;
|
|
int mLightCount;
|
|
float mCurrentFoV;
|
|
AActor *mViewActor;
|
|
FShaderManager *mShaderManager;
|
|
FSamplerManager *mSamplerManager;
|
|
int gl_spriteindex;
|
|
unsigned int mFBID;
|
|
|
|
FTexture *glpart2;
|
|
FTexture *glpart;
|
|
FTexture *mirrortexture;
|
|
|
|
float mSky1Pos, mSky2Pos;
|
|
|
|
FRotator mAngles;
|
|
FVector2 mViewVector;
|
|
|
|
FFlatVertexBuffer *mVBO;
|
|
FSkyVertexBuffer *mSkyVBO;
|
|
FLightBuffer *mLights;
|
|
|
|
|
|
FGLRenderer(OpenGLFrameBuffer *fb);
|
|
~FGLRenderer() ;
|
|
|
|
angle_t FrustumAngle();
|
|
void SetViewArea();
|
|
void ResetViewport();
|
|
void SetViewport(GL_IRECT *bounds);
|
|
sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
|
|
void RenderView(player_t *player);
|
|
void SetViewAngle(angle_t viewangle);
|
|
void SetupView(fixed_t viewx, fixed_t viewy, fixed_t viewz, angle_t viewangle, bool mirror, bool planemirror);
|
|
|
|
void Initialize();
|
|
|
|
void CreateScene();
|
|
void RenderScene(int recursion);
|
|
void RenderTranslucent();
|
|
void DrawScene(bool toscreen = false);
|
|
void DrawBlend(sector_t * viewsector);
|
|
|
|
void DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader, bool alphatexture);
|
|
void DrawPlayerSprites(sector_t * viewsector, bool hudModelStep);
|
|
void DrawTargeterSprites();
|
|
|
|
void Begin2D();
|
|
void ClearBorders();
|
|
void DrawTexture(FTexture *img, DCanvas::DrawParms &parms);
|
|
void DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color);
|
|
void DrawPixel(int x1, int y1, int palcolor, uint32 color);
|
|
void Dim(PalEntry color, float damount, int x1, int y1, int w, int h);
|
|
void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin);
|
|
void Clear(int left, int top, int right, int bottom, int palcolor, uint32 color);
|
|
|
|
void ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector);
|
|
void ProcessSprite(AActor *thing, sector_t *sector);
|
|
void ProcessParticle(particle_t *part, sector_t *sector);
|
|
void ProcessSector(sector_t *fakesector);
|
|
void FlushTextures();
|
|
unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h);
|
|
void SetupLevel();
|
|
|
|
void SetFixedColormap (player_t *player);
|
|
void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
|
void EndDrawScene(sector_t * viewsector);
|
|
void Flush() {}
|
|
|
|
void SetProjection(float fov, float ratio, float fovratio);
|
|
void SetProjection(VSMatrix matrix); // raw matrix input from stereo 3d modes
|
|
void SetViewMatrix(fixed_t viewx, fixed_t viewy, fixed_t viewz, bool mirror, bool planemirror);
|
|
void ProcessScene(bool toscreen = false);
|
|
|
|
bool StartOffscreen();
|
|
void EndOffscreen();
|
|
|
|
void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
|
|
double originx, double originy, double scalex, double scaley,
|
|
angle_t rotation, FDynamicColormap *colormap, int lightlevel);
|
|
};
|
|
|
|
// Global functions. Make them members of GLRenderer later?
|
|
void gl_RenderBSPNode (void *node);
|
|
bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
|
|
void gl_CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
|
|
|
|
typedef enum
|
|
{
|
|
area_normal,
|
|
area_below,
|
|
area_above,
|
|
area_default
|
|
} area_t;
|
|
|
|
extern area_t in_area;
|
|
|
|
|
|
sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
|
|
inline sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, bool back)
|
|
{
|
|
return gl_FakeFlat(sec, dest, in_area, back);
|
|
}
|
|
|
|
struct TexFilter_s
|
|
{
|
|
int minfilter;
|
|
int magfilter;
|
|
bool mipmapping;
|
|
} ;
|
|
|
|
|
|
extern FGLRenderer *GLRenderer;
|
|
|
|
#endif |