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67239cd623
This is so that PNGs can be written to memory, not just to an external file. stdio's FILE cannot be easily redirected but a C++ class can. The writer is very simple and primitive right now, allowing no seeking, but for the job at hand it is sufficient. Note that large parts of savegame creation have been disabled, because they are about to be rewritten and it makes no sense to adjust them all before.
73 lines
2.1 KiB
C++
73 lines
2.1 KiB
C++
#ifndef __R_RENDERER_H
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#define __R_RENDERER_H
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#include <stdio.h>
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struct FRenderer;
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extern FRenderer *Renderer;
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class FSerializer;
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class FTexture;
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class AActor;
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class player_t;
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struct sector_t;
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class FCanvasTexture;
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class FileWriter;
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struct FRenderer
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{
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FRenderer()
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{
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Renderer = this;
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}
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virtual ~FRenderer()
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{
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Renderer = NULL;
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}
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// Can be overridden so that the colormaps for sector color/fade won't be built.
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virtual bool UsesColormap() const = 0;
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// precache one texture
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virtual void Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist) = 0;
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// render 3D view
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virtual void RenderView(player_t *player) = 0;
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// Remap voxel palette
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virtual void RemapVoxels() {}
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// renders view to a savegame picture
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virtual void WriteSavePic (player_t *player, FileWriter *file, int width, int height) = 0;
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// draws player sprites with hardware acceleration (only useful for software rendering)
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virtual void DrawRemainingPlayerSprites() {}
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// notifies the renderer that an actor has changed state.
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virtual void StateChanged(AActor *actor) {}
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// notify the renderer that serialization of the curent level is about to start/end
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virtual void StartSerialize(FSerializer &arc) {}
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virtual void EndSerialize(FSerializer &arc) {}
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virtual int GetMaxViewPitch(bool down) = 0; // return value is in plain degrees
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virtual void OnModeSet () {}
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virtual void ErrorCleanup () {}
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virtual void ClearBuffer(int color) = 0;
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virtual void Init() = 0;
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virtual void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio) {}
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virtual void SetupFrame(player_t *player) {}
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virtual void CopyStackedViewParameters() {}
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virtual void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) = 0;
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virtual sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) = 0;
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virtual void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog) {}
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virtual void PreprocessLevel() {}
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virtual void CleanLevelData() {}
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virtual bool RequireGLNodes() { return false; }
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};
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#endif
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