qzdoom/src/r_renderer.h
Christoph Oelckers 3a1191281f - some preparations for converting the player serialization code.
- converted sound and canvas texture serialization.
- refactored file_zip, so that it can be used to load loose zip files and extract their compressed data directly.
- added handling to FSerializer to generate and consume compressed Zip file entries.

If all goes well this will allow saving savegames as Zips when the rework is done, which will make analyzing them a lot easier.
2016-09-20 23:13:12 +02:00

72 lines
2 KiB
C++

#ifndef __R_RENDERER_H
#define __R_RENDERER_H
#include <stdio.h>
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<PClassActor*, bool> &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