gzdoom/src/polyrenderer/poly_renderer.h

78 lines
2.4 KiB
C++

/*
** Polygon Doom software renderer
** 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 <vector>
#include <memory>
#include <algorithm>
#include <functional>
#include "doomdata.h"
#include "r_utility.h"
#include "scene/poly_portal.h"
#include "scene/poly_playersprite.h"
#include "scene/poly_light.h"
#include "swrenderer/r_memory.h"
#include "poly_renderthread.h"
#include "stats.h"
class AActor;
class DCanvas;
class PolyPortalViewpoint;
class DrawerCommandQueue;
typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
extern cycle_t PolyCullCycles, PolyOpaqueCycles, PolyMaskedCycles, PolyDrawerWaitCycles;
extern int PolyTotalBatches, PolyTotalTriangles, PolyTotalDrawCalls;
class PolyRenderer
{
public:
PolyRenderer();
void RenderView(player_t *player, DCanvas *target, void *videobuffer);
void RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines);
void RenderRemainingPlayerSprites();
static PolyRenderer *Instance();
PolyPortalViewpoint SetupPerspectiveMatrix(bool mirror = false);
uint32_t GetNextStencilValue() { uint32_t value = NextStencilValue; NextStencilValue += 2; return value; }
bool DontMapLines = false;
PolyRenderThreads Threads;
DCanvas *RenderTarget = nullptr;
bool RenderToCanvas = false;
FViewWindow Viewwindow;
FRenderViewpoint Viewpoint;
PolyLightVisibility Light;
RenderPolyScene Scene;
private:
void RenderActorView(AActor *actor, bool dontmaplines);
void SetSceneViewport();
RenderPolyPlayerSprites PlayerSprites;
uint32_t NextStencilValue = 0;
};