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https://github.com/ZDoom/raze-gles.git
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98 lines
2.8 KiB
C++
98 lines
2.8 KiB
C++
#pragma once
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#include "gl_sysfb.h"
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#include "r_memory.h"
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#include "r_thread.h"
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#include "poly_triangle.h"
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struct FRenderViewpoint;
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class PolyDataBuffer;
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class PolyRenderState;
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class SWSceneDrawer;
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class PolyFrameBuffer : public SystemBaseFrameBuffer
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{
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typedef SystemBaseFrameBuffer Super;
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public:
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RenderMemory *GetFrameMemory() { return &mFrameMemory; }
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PolyRenderState *GetRenderState() { return mRenderState.get(); }
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DCanvas *GetCanvas() override { return mCanvas.get(); }
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PolyDepthStencil *GetDepthStencil() { return mDepthStencil.get(); }
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PolyCommandBuffer *GetDrawCommands();
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void FlushDrawCommands();
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unsigned int GetLightBufferBlockSize() const;
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PolyFrameBuffer(void *hMonitor, bool fullscreen);
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~PolyFrameBuffer();
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void Update() override;
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bool IsPoly() override { return true; }
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void InitializeState() override;
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FRenderState* RenderState() override;
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void PrecacheMaterial(FMaterial *mat, int translation) override;
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void UpdatePalette() override;
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void SetTextureFilterMode() override;
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void BeginFrame() override;
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void BlurScene(float amount) override;
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void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
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void AmbientOccludeScene(float m5) override;
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//void SetSceneRenderTarget(bool useSSAO) override;
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IHardwareTexture *CreateHardwareTexture(int numchannels) override;
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IVertexBuffer *CreateVertexBuffer() override;
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IIndexBuffer *CreateIndexBuffer() override;
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IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
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FTexture *WipeStartScreen() override;
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FTexture *WipeEndScreen() override;
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TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
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void SetVSync(bool vsync) override;
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void Draw2D() override;
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struct DeleteList
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{
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std::vector<std::vector<uint32_t>> Buffers;
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std::vector<std::unique_ptr<DCanvas>> Images;
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} FrameDeleteList;
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private:
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void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
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void UpdateShadowMap() override;
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void CheckCanvas();
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IDataBuffer *mLightBuffer = nullptr;
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std::unique_ptr<PolyRenderState> mRenderState;
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std::unique_ptr<DCanvas> mCanvas;
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std::unique_ptr<PolyDepthStencil> mDepthStencil;
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std::unique_ptr<PolyCommandBuffer> mDrawCommands;
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RenderMemory mFrameMemory;
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struct ScreenQuadVertex
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{
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float x, y, z;
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float u, v;
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PalEntry color0;
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ScreenQuadVertex() = default;
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ScreenQuadVertex(float x, float y, float u, float v) : x(x), y(y), z(1.0f), u(u), v(v), color0(0xffffffff) { }
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};
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struct ScreenQuad
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{
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IVertexBuffer* VertexBuffer = nullptr;
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IIndexBuffer* IndexBuffer = nullptr;
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} mScreenQuad;
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bool cur_vsync = false;
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};
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inline PolyFrameBuffer *GetPolyFrameBuffer() { return static_cast<PolyFrameBuffer*>(screen); }
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