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"
#include "gl/dynlights/gl_shadowmap.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 FLinearDepthShader;
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class FDepthBlurShader;
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class FSSAOShader;
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class FSSAOCombineShader;
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class FBloomExtractShader;
class FBloomCombineShader;
class FExposureExtractShader;
class FExposureAverageShader;
class FExposureCombineShader;
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class FBlurShader;
class FTonemapShader;
class FColormapShader;
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class FLensShader;
class FFXAALumaShader;
class FFXAAShader;
class FPresentShader;
class FPresent3DCheckerShader;
class FPresent3DColumnShader;
class FPresent3DRowShader;
class F2DDrawer;
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class FHardwareTexture;
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class FShadowMapShader;
class PostProcessShaderInstance;
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,
DM_SKYPORTAL
};
struct PostProcessShader
{
FString Target;
FString ShaderLumpName;
int ShaderVersion = 0;
FTexture *Texture = nullptr;
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FString Name;
TMap<FString, int> Uniform1i;
TMap<FString, float> Uniform1f;
std::shared_ptr<PostProcessShaderInstance> Instance;
};
extern TArray<PostProcessShader> PostProcessShaders;
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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FLinearDepthShader *mLinearDepthShader;
FSSAOShader *mSSAOShader;
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FDepthBlurShader *mDepthBlurShader;
FSSAOCombineShader *mSSAOCombineShader;
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FBloomExtractShader *mBloomExtractShader;
FBloomCombineShader *mBloomCombineShader;
FExposureExtractShader *mExposureExtractShader;
FExposureAverageShader *mExposureAverageShader;
FExposureCombineShader *mExposureCombineShader;
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FBlurShader *mBlurShader;
FTonemapShader *mTonemapShader;
FColormapShader *mColormapShader;
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FHardwareTexture *mTonemapPalette;
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FLensShader *mLensShader;
FFXAALumaShader *mFXAALumaShader;
FFXAAShader *mFXAAShader;
FPresentShader *mPresentShader;
FPresent3DCheckerShader *mPresent3dCheckerShader;
FPresent3DColumnShader *mPresent3dColumnShader;
FPresent3DRowShader *mPresent3dRowShader;
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FShadowMapShader *mShadowMapShader;
FShadowMap mShadowMap;
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;
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float mSceneClearColor[3];
FGLRenderer(OpenGLFrameBuffer *fb);
~FGLRenderer() ;
void SetOutputViewport(GL_IRECT *bounds);
int ScreenToWindowX(int x);
int ScreenToWindowY(int y);
void Initialize(int width, int height);
void Begin2D();
void ClearBorders();
void FlushTextures();
unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h);
void SetupLevel();
void RenderView(player_t* player);
void RenderScreenQuad();
void PostProcessScene(int fixedcm);
void RunCustomPostProcessShaders(FString target);
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void AmbientOccludeScene();
void UpdateCameraExposure();
void BloomScene(int fixedcm);
void TonemapScene();
void ColormapScene(int fixedcm);
void CreateTonemapPalette();
void ClearTonemapPalette();
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void LensDistortScene();
void ApplyFXAA();
void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
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void DrawPresentTexture(const GL_IRECT &box, bool applyGamma);
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void Flush();
bool StartOffscreen();
void EndOffscreen();
void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
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int PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num);
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static float GetZNear() { return 5.f; }
static float GetZFar() { return 65536.f; }
};
enum area_t
{
area_normal,
area_below,
area_above,
area_default
};
// Global functions. Make them members of GLRenderer later?
bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
struct TexFilter_s
{
int minfilter;
int magfilter;
bool mipmapping;
} ;
extern FGLRenderer *GLRenderer;
#endif