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https://github.com/ZDoom/gzdoom.git
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78 lines
2.4 KiB
C++
78 lines
2.4 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include <vector>
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#include <memory>
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#include <algorithm>
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#include <functional>
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#include "doomdata.h"
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#include "r_utility.h"
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#include "scene/poly_portal.h"
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#include "scene/poly_playersprite.h"
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#include "scene/poly_light.h"
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#include "swrenderer/r_memory.h"
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#include "poly_renderthread.h"
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#include "stats.h"
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class AActor;
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class DCanvas;
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class PolyPortalViewpoint;
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class DrawerCommandQueue;
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typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
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extern cycle_t PolyCullCycles, PolyOpaqueCycles, PolyMaskedCycles, PolyDrawerWaitCycles;
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extern int PolyTotalBatches, PolyTotalTriangles, PolyTotalDrawCalls;
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class PolyRenderer
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{
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public:
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PolyRenderer();
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void RenderView(player_t *player, DCanvas *target, void *videobuffer);
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void RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines);
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void RenderRemainingPlayerSprites();
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static PolyRenderer *Instance();
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PolyPortalViewpoint SetupPerspectiveMatrix(bool mirror = false);
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uint32_t GetNextStencilValue() { uint32_t value = NextStencilValue; NextStencilValue += 2; return value; }
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bool DontMapLines = false;
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PolyRenderThreads Threads;
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DCanvas *RenderTarget = nullptr;
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bool RenderToCanvas = false;
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FViewWindow Viewwindow;
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FRenderViewpoint Viewpoint;
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PolyLightVisibility Light;
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RenderPolyScene Scene;
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private:
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void RenderActorView(AActor *actor, bool dontmaplines);
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void SetSceneViewport();
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RenderPolyPlayerSprites PlayerSprites;
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uint32_t NextStencilValue = 0;
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};
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