- create a renderer backend based on softpoly's drawers
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21 changed files with 1317 additions and 9 deletions
75
src/rendering/polyrenderer/backend/poly_framebuffer.h
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75
src/rendering/polyrenderer/backend/poly_framebuffer.h
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#pragma once
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#include "gl_sysfb.h"
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#include "rendering/swrenderer/r_memory.h"
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#include "rendering/swrenderer/drawers/r_thread.h"
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#include "rendering/polyrenderer/drawers/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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const DrawerCommandQueuePtr &GetDrawCommands();
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void FlushDrawCommands();
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unsigned int GetLightBufferBlockSize() const;
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std::unique_ptr<SWSceneDrawer> swdrawer;
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PolyFrameBuffer(void *hMonitor, bool fullscreen);
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~PolyFrameBuffer();
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void Update();
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void InitializeState() override;
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void CleanForRestart() override;
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void PrecacheMaterial(FMaterial *mat, int translation) override;
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void UpdatePalette() override;
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uint32_t GetCaps() override;
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height) override;
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sector_t *RenderView(player_t *player) override;
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void SetTextureFilterMode() override;
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void TextureFilterChanged() override;
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void StartPrecaching() override;
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void BeginFrame() override;
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void BlurScene(float amount) override;
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void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
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IHardwareTexture *CreateHardwareTexture() override;
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FModelRenderer *CreateModelRenderer(int mli) 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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private:
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sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
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void DrawScene(HWDrawInfo *di, int drawmode);
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void UpdateShadowMap();
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void CheckCanvas();
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std::unique_ptr<PolyRenderState> mRenderState;
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std::unique_ptr<DCanvas> mCanvas;
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std::shared_ptr<DrawerCommandQueue> mDrawCommands;
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RenderMemory mFrameMemory;
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};
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inline PolyFrameBuffer *GetPolyFrameBuffer() { return static_cast<PolyFrameBuffer*>(screen); }
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