gzdoom/src/gl/renderer/gl_renderer.h
Christoph Oelckers a90655b295 - cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.

The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.
2018-11-10 20:07:00 +01:00

136 lines
3.4 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 "r_data/matrix.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/dynlights/hw_shadowmap.h"
#include <functional>
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
struct particle_t;
class FCanvasTexture;
class FFlatVertexBuffer;
class FSkyVertexBuffer;
class FShaderManager;
class HWPortal;
class FLightBuffer;
class DPSprite;
class FGLRenderBuffers;
class FPresentShader;
class FPresent3DCheckerShader;
class FPresent3DColumnShader;
class FPresent3DRowShader;
class FGL2DDrawer;
class FHardwareTexture;
class FShadowMapShader;
class SWSceneDrawer;
class GLViewpointBuffer;
struct FRenderViewpoint;
class FPresentShaderBase;
namespace OpenGLRenderer
{
class FSamplerManager;
class FCustomPostProcessShaders;
class OpenGLFrameBuffer;
#define NOQUEUE nullptr // just some token to be used as a placeholder
class FGLRenderer
{
public:
OpenGLFrameBuffer *framebuffer;
int mMirrorCount = 0;
int mPlaneMirrorCount = 0;
FShaderManager *mShaderManager = nullptr;
FSamplerManager *mSamplerManager = nullptr;
unsigned int mFBID;
unsigned int mVAOID;
unsigned int PortalQueryObject;
unsigned int mStencilValue = 0;
int mOldFBID;
FGLRenderBuffers *mBuffers = nullptr;
FGLRenderBuffers *mScreenBuffers = nullptr;
FGLRenderBuffers *mSaveBuffers = nullptr;
FPresentShader *mPresentShader = nullptr;
FPresent3DCheckerShader *mPresent3dCheckerShader = nullptr;
FPresent3DColumnShader *mPresent3dColumnShader = nullptr;
FPresent3DRowShader *mPresent3dRowShader = nullptr;
FShadowMapShader *mShadowMapShader = nullptr;
FCustomPostProcessShaders *mCustomPostProcessShaders = nullptr;
//FRotator mAngles;
SWSceneDrawer *swdrawer = nullptr;
FGLRenderer(OpenGLFrameBuffer *fb);
~FGLRenderer() ;
void Initialize(int width, int height);
void ClearBorders();
void ResetSWScene();
void PresentStereo();
void RenderScreenQuad();
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
void AmbientOccludeScene(float m5);
void ClearTonemapPalette();
void BlurScene(float gameinfobluramount);
void CopyToBackbuffer(const IntRect *bounds, bool applyGamma);
void DrawPresentTexture(const IntRect &box, bool applyGamma);
void Flush();
void Draw2D(F2DDrawer *data);
void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
sector_t *RenderView(player_t *player);
void BeginFrame();
sector_t *RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
bool StartOffscreen();
void EndOffscreen();
void UpdateShadowMap();
void BindToFrameBuffer(FMaterial *mat);
private:
void DrawScene(HWDrawInfo *di, int drawmode);
bool QuadStereoCheckInitialRenderContextState();
void PresentAnaglyph(bool r, bool g, bool b);
void PresentSideBySide();
void PresentTopBottom();
void prepareInterleavedPresent(FPresentShaderBase& shader);
void PresentColumnInterleaved();
void PresentRowInterleaved();
void PresentCheckerInterleaved();
void PresentQuadStereo();
};
struct TexFilter_s
{
int minfilter;
int magfilter;
bool mipmapping;
} ;
extern FGLRenderer *GLRenderer;
}
#endif