#ifndef __R_RENDERER_H #define __R_RENDERER_H #include struct FRenderer; extern FRenderer *Renderer; class FSerializer; class FTexture; class AActor; class player_t; struct sector_t; class FCanvasTexture; struct FRenderer { FRenderer() { Renderer = this; } virtual ~FRenderer() { Renderer = NULL; } // Can be overridden so that the colormaps for sector color/fade won't be built. virtual bool UsesColormap() const = 0; // precache one texture virtual void Precache(BYTE *texhitlist, TMap &actorhitlist) = 0; // render 3D view virtual void RenderView(player_t *player) = 0; // Remap voxel palette virtual void RemapVoxels() {} // renders view to a savegame picture virtual void WriteSavePic (player_t *player, FILE *file, int width, int height) = 0; // draws player sprites with hardware acceleration (only useful for software rendering) virtual void DrawRemainingPlayerSprites() {} // notifies the renderer that an actor has changed state. virtual void StateChanged(AActor *actor) {} // notify the renderer that serialization of the curent level is about to start/end virtual void StartSerialize(FSerializer &arc) {} virtual void EndSerialize(FSerializer &arc) {} virtual int GetMaxViewPitch(bool down) = 0; // return value is in plain degrees virtual void OnModeSet () {} virtual void ErrorCleanup () {} virtual void ClearBuffer(int color) = 0; virtual void Init() = 0; virtual void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio) {} virtual void SetupFrame(player_t *player) {} virtual void CopyStackedViewParameters() {} virtual void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) = 0; virtual sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) = 0; virtual void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog) {} virtual void PreprocessLevel() {} virtual void CleanLevelData() {} virtual bool RequireGLNodes() { return false; } }; #endif