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41 lines
1.2 KiB
C
41 lines
1.2 KiB
C
#ifndef __R_SWRENDERER_H
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#define __R_SWRENDERER_H
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#include "r_renderer.h"
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struct FSoftwareRenderer : public FRenderer
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{
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// Can be overridden so that the colormaps for sector color/fade won't be built.
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virtual bool UsesColormap() const;
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// precache one texture
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virtual void PrecacheTexture(FTexture *tex, int cache);
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// render 3D view
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virtual void RenderView(player_t *player);
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// Remap voxel palette
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virtual void RemapVoxels();
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// renders view to a savegame picture
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virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
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// draws player sprites with hardware acceleration (only useful for software rendering)
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virtual void DrawRemainingPlayerSprites();
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virtual int GetMaxViewPitch(bool down);
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void OnModeSet ();
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void ErrorCleanup ();
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void ClearBuffer(int color);
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void Init();
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void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
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void SetupFrame(player_t *player);
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void CopyStackedViewParameters();
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void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov);
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back);
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};
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#endif
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