qzdoom/src/gl/renderer/gl_renderer.h

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#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;
class FShaderManager;
class GLPortal;
class FLightBuffer;
class FSamplerManager;
class DPSprite;
class FGLRenderBuffers;
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class FBloomExtractShader;
class FBloomCombineShader;
class FBlurShader;
class FTonemapShader;
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class FLensShader;
class FPresentShader;
class F2DDrawer;
inline float DEG2RAD(float deg)
{
return deg * float(M_PI / 180.0);
}
inline float RAD2DEG(float deg)
{
return deg * float(180. / M_PI);
}
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;
}
};
enum
{
DM_MAINVIEW,
DM_OFFSCREEN,
DM_PORTAL
};
class FGLRenderer
{
public:
OpenGLFrameBuffer *framebuffer;
GLPortal *mClipPortal;
GLPortal *mCurrentPortal;
int mMirrorCount;
int mPlaneMirrorCount;
int mLightCount;
float mCurrentFoV;
AActor *mViewActor;
FShaderManager *mShaderManager;
FSamplerManager *mSamplerManager;
int gl_spriteindex;
unsigned int mFBID;
unsigned int mVAOID;
int mOldFBID;
FGLRenderBuffers *mBuffers;
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FBloomExtractShader *mBloomExtractShader;
FBloomCombineShader *mBloomCombineShader;
FBlurShader *mBlurShader;
FTonemapShader *mTonemapShader;
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FLensShader *mLensShader;
FPresentShader *mPresentShader;
FTexture *gllight;
FTexture *glpart2;
FTexture *glpart;
FTexture *mirrortexture;
float mSky1Pos, mSky2Pos;
FRotator mAngles;
FVector2 mViewVector;
FFlatVertexBuffer *mVBO;
FSkyVertexBuffer *mSkyVBO;
FLightBuffer *mLights;
F2DDrawer *m2DDrawer;
GL_IRECT mScreenViewport;
GL_IRECT mSceneViewport;
GL_IRECT mOutputLetterbox;
bool mDrawingScene2D = false;
float mCameraExposure = 1.0f;
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float mSceneClearColor[3];
FGLRenderer(OpenGLFrameBuffer *fb);
~FGLRenderer() ;
void SetOutputViewport(GL_IRECT *bounds);
int ScreenToWindowX(int x);
int ScreenToWindowY(int y);
angle_t FrustumAngle();
void SetViewArea();
void Set3DViewport(bool mainview);
void Reset3DViewport();
sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
void RenderView(player_t *player);
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void SetViewAngle(DAngle viewangle);
void SetupView(float viewx, float viewy, float viewz, DAngle viewangle, bool mirror, bool planemirror);
void Initialize(int width, int height);
void CreateScene();
void RenderMultipassStuff();
void RenderScene(int recursion);
void RenderTranslucent();
void DrawScene(int drawmode);
void DrawBlend(sector_t * viewsector);
void DrawPSprite (player_t * player,DPSprite *psp,float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture);
void DrawPlayerSprites(sector_t * viewsector, bool hudModelStep);
void DrawTargeterSprites();
void Begin2D();
void ClearBorders();
void ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector);
void ProcessSprite(AActor *thing, sector_t *sector, bool thruportal);
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 RenderScreenQuad();
void SetFixedColormap (player_t *player);
void WriteSavePic (player_t *player, FILE *file, int width, int height);
void EndDrawScene(sector_t * viewsector);
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void BloomScene();
void TonemapScene();
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void LensDistortScene();
void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
void Flush() { CopyToBackbuffer(nullptr, true); }
void SetProjection(float fov, float ratio, float fovratio);
void SetProjection(VSMatrix matrix); // raw matrix input from stereo 3d modes
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void SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror);
void ProcessScene(bool toscreen = false);
bool StartOffscreen();
void EndOffscreen();
void StartSimplePolys();
void FinishSimplePolys();
void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
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DAngle 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