raze/source/common/rendering/gl/gl_framebuffer.h

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#ifndef __GL_FRAMEBUFFER
#define __GL_FRAMEBUFFER
#include "gl_sysfb.h"
#include "m_png.h"
#include <memory>
namespace OpenGLRenderer
{
class FHardwareTexture;
class FGLDebug;
class OpenGLFrameBuffer : public SystemGLFrameBuffer
{
typedef SystemGLFrameBuffer Super;
void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
public:
OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
~OpenGLFrameBuffer();
int Backend() override { return 2; }
bool CompileNextShader() override;
void InitializeState() override;
void Update() override;
void AmbientOccludeScene(float m5) override;
void FirstEye() override;
void NextEye(int eyecount) override;
void SetSceneRenderTarget(bool useSSAO) override;
void UpdateShadowMap() override;
void WaitForCommands(bool finish) override;
void SetSaveBuffers(bool yes) override;
void CopyScreenToBuffer(int width, int height, uint8_t* buffer) override;
bool FlipSavePic() const override { return true; }
FRenderState* RenderState() override;
void UpdatePalette() override;
const char* DeviceName() const override;
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void SetTextureFilterMode() override;
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IHardwareTexture *CreateHardwareTexture(int numchannels) override;
void PrecacheMaterial(FMaterial *mat, int translation) override;
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;
void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData) 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;
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void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
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std::unique_ptr<FGLDebug> mDebug; // Debug API
FTexture *WipeStartScreen() override;
FTexture *WipeEndScreen() override;
int camtexcount = 0;
};
}
#endif //__GL_FRAMEBUFFER