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https://github.com/ZDoom/Raze.git
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325 lines
10 KiB
C++
325 lines
10 KiB
C++
/*
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** v_video.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __V_VIDEO_H__
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#define __V_VIDEO_H__
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#include <functional>
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#include "basics.h"
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#include "vectors.h"
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#include "m_png.h"
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#include "renderstyle.h"
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#include "c_cvars.h"
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#include "v_2ddrawer.h"
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#include "intrect.h"
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#include "hw_shadowmap.h"
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#include "hw_levelmesh.h"
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#include "buffers.h"
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struct FPortalSceneState;
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class FSkyVertexBuffer;
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class IIndexBuffer;
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class IVertexBuffer;
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class IDataBuffer;
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class FFlatVertexBuffer;
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class HWViewpointBuffer;
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class FLightBuffer;
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struct HWDrawInfo;
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class FMaterial;
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class FGameTexture;
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class FRenderState;
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class BoneBuffer;
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enum EHWCaps
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{
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// [BB] Added texture compression flags.
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RFL_TEXTURE_COMPRESSION = 1,
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RFL_TEXTURE_COMPRESSION_S3TC = 2,
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RFL_SHADER_STORAGE_BUFFER = 4,
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RFL_BUFFER_STORAGE = 8,
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RFL_NO_CLIP_PLANES = 32,
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RFL_INVALIDATE_BUFFER = 64,
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RFL_DEBUG = 128,
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};
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extern int DisplayWidth, DisplayHeight;
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void V_UpdateModeSize (int width, int height);
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void V_OutputResized (int width, int height);
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EXTERN_CVAR(Bool, vid_fullscreen)
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EXTERN_CVAR(Int, win_x)
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EXTERN_CVAR(Int, win_y)
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EXTERN_CVAR(Int, win_w)
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EXTERN_CVAR(Int, win_h)
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EXTERN_CVAR(Bool, win_maximized)
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struct FColormap;
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class FileWriter;
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enum FTextureFormat : uint32_t;
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class FModelRenderer;
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struct SamplerUniform;
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//
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// VIDEO
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//
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//
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class DCanvas
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{
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public:
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DCanvas (int width, int height, bool bgra);
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~DCanvas ();
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void Resize(int width, int height, bool optimizepitch = true);
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// Member variable access
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inline uint8_t *GetPixels () const { return Pixels.Data(); }
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inline int GetWidth () const { return Width; }
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inline int GetHeight () const { return Height; }
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inline int GetPitch () const { return Pitch; }
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inline bool IsBgra() const { return Bgra; }
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protected:
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TArray<uint8_t> Pixels;
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int Width;
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int Height;
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int Pitch;
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bool Bgra;
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};
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class IHardwareTexture;
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class FTexture;
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class DFrameBuffer
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{
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private:
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int Width = 0;
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int Height = 0;
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public:
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// Hardware render state that needs to be exposed to the API independent part of the renderer. For ease of access this is stored in the base class.
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int hwcaps = 0; // Capability flags
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float glslversion = 0; // This is here so that the differences between old OpenGL and new OpenGL/Vulkan can be handled by platform independent code.
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int instack[2] = { 0,0 }; // this is globally maintained state for portal recursion avoidance.
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int stencilValue = 0; // Global stencil test value
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unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment.
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unsigned int maxuniformblock = 65536;
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const char *vendorstring; // We have to account for some issues with particular vendors.
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FSkyVertexBuffer *mSkyData = nullptr; // the sky vertex buffer
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FFlatVertexBuffer *mVertexData = nullptr; // Global vertex data
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HWViewpointBuffer *mViewpoints = nullptr; // Viewpoint render data.
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FLightBuffer *mLights = nullptr; // Dynamic lights
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BoneBuffer* mBones = nullptr; // Model bones
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IShadowMap mShadowMap;
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int mGameScreenWidth = 0;
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int mGameScreenHeight = 0;
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IntRect mScreenViewport;
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IntRect mSceneViewport;
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IntRect mOutputLetterbox;
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float mSceneClearColor[4]{ 0,0,0,255 };
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int mPipelineNbr = 1; // Number of HW buffers to pipeline
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int mPipelineType = 0;
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public:
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DFrameBuffer (int width=1, int height=1);
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virtual ~DFrameBuffer();
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virtual void InitializeState() = 0; // For stuff that needs 'screen' set.
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virtual bool IsVulkan() { return false; }
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virtual bool IsPoly() { return false; }
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virtual int GetShaderCount();
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virtual bool CompileNextShader() { return true; }
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void SetAABBTree(hwrenderer::LevelAABBTree * tree)
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{
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mShadowMap.SetAABBTree(tree);
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}
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virtual void SetLevelMesh(hwrenderer::LevelMesh *mesh) { }
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bool allowSSBO() const
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{
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#ifndef HW_BLOCK_SSBO
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return true;
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#else
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return mPipelineType == 0;
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#endif
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}
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// SSBOs have quite worse performance for read only data, so keep this around only as long as Vulkan has not been adapted yet.
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bool useSSBO()
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{
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return IsVulkan();
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}
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virtual DCanvas* GetCanvas() { return nullptr; }
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void SetSize(int width, int height);
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void SetVirtualSize(int width, int height)
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{
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Width = width;
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Height = height;
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}
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inline int GetWidth() const { return Width; }
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inline int GetHeight() const { return Height; }
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FVector2 SceneScale() const
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{
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return { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
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}
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FVector2 SceneOffset() const
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{
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return { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
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}
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// Make the surface visible.
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virtual void Update ();
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// Stores the palette with flash blended in into 256 dwords
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// Mark the palette as changed. It will be updated on the next Update().
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virtual void UpdatePalette() {}
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// Returns true if running fullscreen.
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virtual bool IsFullscreen () = 0;
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virtual void ToggleFullscreen(bool yes) {}
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// Changes the vsync setting, if supported by the device.
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virtual void SetVSync (bool vsync);
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// Delete any resources that need to be deleted after restarting with a different IWAD
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virtual void SetTextureFilterMode() {}
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virtual IHardwareTexture *CreateHardwareTexture(int numchannels) { return nullptr; }
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virtual void PrecacheMaterial(FMaterial *mat, int translation) {}
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virtual FMaterial* CreateMaterial(FGameTexture* tex, int scaleflags);
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virtual void BeginFrame() {}
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virtual void SetWindowSize(int w, int h) {}
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virtual void StartPrecaching() {}
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virtual FRenderState* RenderState() { return nullptr; }
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virtual int GetClientWidth() = 0;
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virtual int GetClientHeight() = 0;
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virtual void BlurScene(float amount) {}
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virtual void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData) {}
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// Interface to hardware rendering resources
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virtual IVertexBuffer *CreateVertexBuffer() { return nullptr; }
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virtual IIndexBuffer *CreateIndexBuffer() { return nullptr; }
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virtual IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) { return nullptr; }
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bool BuffersArePersistent() { return !!(hwcaps & RFL_BUFFER_STORAGE); }
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// This is overridable in case Vulkan does it differently.
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virtual bool RenderTextureIsFlipped() const
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{
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return true;
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}
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// Report a game restart
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void SetClearColor(int color);
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virtual int Backend() { return 0; }
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virtual const char* DeviceName() const { return "Unknown"; }
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virtual void AmbientOccludeScene(float m5) {}
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virtual void FirstEye() {}
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virtual void NextEye(int eyecount) {}
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virtual void SetSceneRenderTarget(bool useSSAO) {}
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virtual void UpdateShadowMap() {}
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virtual void WaitForCommands(bool finish) {}
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virtual void SetSaveBuffers(bool yes) {}
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virtual void ImageTransitionScene(bool unknown) {}
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virtual void CopyScreenToBuffer(int width, int height, uint8_t* buffer) { memset(buffer, 0, width* height); }
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virtual bool FlipSavePic() const { return false; }
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virtual void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect&)> renderFunc) {}
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virtual void SetActiveRenderTarget() {}
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// Screen wiping
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virtual FTexture *WipeStartScreen();
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virtual FTexture *WipeEndScreen();
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virtual void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
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void ScaleCoordsFromWindow(int16_t &x, int16_t &y);
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virtual void Draw2D() {}
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virtual void SetViewportRects(IntRect *bounds);
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int ScreenToWindowX(int x);
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int ScreenToWindowY(int y);
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void FPSLimit();
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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 TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) { return TArray<uint8_t>(); }
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static float GetZNear() { return 5.f; }
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static float GetZFar() { return 65536.f; }
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// The original size of the framebuffer as selected in the video menu.
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uint64_t FrameTime = 0;
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private:
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uint64_t fpsLimitTime = 0;
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bool isIn2D = false;
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};
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// This is the screen updated by I_FinishUpdate.
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extern DFrameBuffer *screen;
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#define SCREENWIDTH (screen->GetWidth ())
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#define SCREENHEIGHT (screen->GetHeight ())
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EXTERN_CVAR (Float, vid_gamma)
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// Allocates buffer screens, call before R_Init.
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void V_InitScreenSize();
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void V_InitScreen();
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// Initializes graphics mode for the first time.
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void V_Init2 ();
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void V_Shutdown ();
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int V_GetBackend();
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inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
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extern bool setsizeneeded, setmodeneeded;
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#endif // __V_VIDEO_H__
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