mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 23:40:55 +00:00
8e2ebe15fe
- removed the LastCamera logic in RenderView. This code predates the first GZDoom release and apparently was only added because back then R_SetupFrame was not fully compatible with the hardware renderer. Today it is not needed anymore.
123 lines
3.7 KiB
C++
123 lines
3.7 KiB
C++
#ifndef __GL_FRAMEBUFFER
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#define __GL_FRAMEBUFFER
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#ifdef _WIN32
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#include "win32iface.h"
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#include "win32gliface.h"
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#endif
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#include <memory>
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class FHardwareTexture;
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class FSimpleVertexBuffer;
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class FGLDebug;
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extern long gl_frameMS;
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extern long gl_frameCount;
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#ifdef _WIN32
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class OpenGLFrameBuffer : public Win32GLFrameBuffer
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{
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typedef Win32GLFrameBuffer Super;
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DECLARE_CLASS(OpenGLFrameBuffer, Win32GLFrameBuffer)
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#else
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#include "sdlglvideo.h"
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class OpenGLFrameBuffer : public SDLGLFB
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{
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// typedef SDLGLFB Super; //[C]commented, DECLARE_CLASS defines this in linux
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DECLARE_CLASS(OpenGLFrameBuffer, SDLGLFB)
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#endif
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public:
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explicit OpenGLFrameBuffer() {}
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OpenGLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) ;
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~OpenGLFrameBuffer();
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void InitializeState();
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void Update();
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// Color correction
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bool SetGamma (float gamma);
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bool SetBrightness(float bright);
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bool SetContrast(float contrast);
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void DoSetGamma();
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void UpdatePalette();
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void GetFlashedPalette (PalEntry pal[256]);
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PalEntry *GetPalette ();
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bool SetFlash(PalEntry rgb, int amount);
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void GetFlash(PalEntry &rgb, int &amount);
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int GetPageCount();
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bool Begin2D(bool copy3d);
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void GameRestart();
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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// points to the last row in the buffer, which will be the first row output.
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virtual void GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type);
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// Releases the screenshot buffer.
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virtual void ReleaseScreenshotBuffer();
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// 2D drawing
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void DrawTextureParms(FTexture *img, DrawParms &parms);
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void DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color);
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void DrawPixel(int x1, int y1, int palcolor, uint32_t color);
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void Clear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
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void Dim(PalEntry color=0);
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void Dim (PalEntry color, float damount, int x1, int y1, int w, int h);
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void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
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void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
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FNativePalette *CreatePalette(FRemapTable *remap);
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bool WipeStartScreen(int type);
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void WipeEndScreen();
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bool WipeDo(int ticks);
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void WipeCleanup();
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void Swap();
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bool Is8BitMode() { return false; }
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bool IsHWGammaActive() const { return HWGammaActive; }
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void SetVSync(bool vsync);
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int palette_brightness; // brightness of the active palette - this is used for screen blends
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bool HWGammaActive = false; // Are we using hardware or software gamma?
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std::shared_ptr<FGLDebug> mDebug; // Debug API
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private:
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PalEntry Flash; // Only needed to support some cruft in the interface that only makes sense for the software renderer
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PalEntry SourcePalette[256]; // This is where unpaletted textures get their palette from
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uint8_t *ScreenshotBuffer; // What the name says. This must be maintained because the software renderer can return a locked canvas surface which the caller cannot release.
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class Wiper
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{
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protected:
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FSimpleVertexBuffer *mVertexBuf;
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void MakeVBO(OpenGLFrameBuffer *fb);
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public:
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Wiper();
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virtual ~Wiper();
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virtual bool Run(int ticks, OpenGLFrameBuffer *fb) = 0;
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};
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class Wiper_Melt; friend class Wiper_Melt;
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class Wiper_Burn; friend class Wiper_Burn;
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class Wiper_Crossfade; friend class Wiper_Crossfade;
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Wiper *ScreenWipe;
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FHardwareTexture *wipestartscreen;
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FHardwareTexture *wipeendscreen;
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public:
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};
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#endif //__GL_FRAMEBUFFER
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