raze-gles/source/common/rendering/gl/system/gl_framebuffer.h
Christoph Oelckers 95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00

65 lines
1.8 KiB
C++

#ifndef __GL_FRAMEBUFFER
#define __GL_FRAMEBUFFER
#include "gl_sysfb.h"
#include <memory>
namespace OpenGLRenderer
{
class FHardwareTexture;
class FGLDebug;
class OpenGLFrameBuffer : public SystemGLFrameBuffer
{
typedef SystemGLFrameBuffer Super;
public:
explicit OpenGLFrameBuffer() {}
OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
~OpenGLFrameBuffer();
void InitializeState() override;
void Update() override;
void Draw2D() override;
void CleanForRestart() override;
const char* DeviceName() const override;
#ifdef IMPLEMENT_IT
void SetTextureFilterMode() override;
IHardwareTexture *CreateHardwareTexture() override;
void PrecacheMaterial(FMaterial *mat, int translation) override;
FModelRenderer *CreateModelRenderer(int mli) override;
void TextureFilterChanged() override;
#endif
void BeginFrame() override;
//void SetViewportRects(IntRect *bounds) override;
void BlurScene(float amount) override;
IVertexBuffer *CreateVertexBuffer() override;
IIndexBuffer *CreateIndexBuffer() override;
IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
// Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer
// points to the last row in the buffer, which will be the first row output.
virtual TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
void Swap();
bool IsHWGammaActive() const { return HWGammaActive; }
void SetVSync(bool vsync) override;
//void Draw2D() override;
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
std::shared_ptr<FGLDebug> mDebug; // Debug API
int camtexcount = 0;
};
}
#endif //__GL_FRAMEBUFFER