- create a renderer backend based on softpoly's drawers

This commit is contained in:
Magnus Norddahl 2019-05-22 06:29:52 +02:00
commit 0eda298db2
21 changed files with 1317 additions and 9 deletions

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#pragma once
#include "gl_sysfb.h"
#include "rendering/swrenderer/r_memory.h"
#include "rendering/swrenderer/drawers/r_thread.h"
#include "rendering/polyrenderer/drawers/poly_triangle.h"
struct FRenderViewpoint;
class PolyDataBuffer;
class PolyRenderState;
class SWSceneDrawer;
class PolyFrameBuffer : public SystemBaseFrameBuffer
{
typedef SystemBaseFrameBuffer Super;
public:
RenderMemory *GetFrameMemory() { return &mFrameMemory; }
PolyRenderState *GetRenderState() { return mRenderState.get(); }
const DrawerCommandQueuePtr &GetDrawCommands();
void FlushDrawCommands();
unsigned int GetLightBufferBlockSize() const;
std::unique_ptr<SWSceneDrawer> swdrawer;
PolyFrameBuffer(void *hMonitor, bool fullscreen);
~PolyFrameBuffer();
void Update();
void InitializeState() override;
void CleanForRestart() override;
void PrecacheMaterial(FMaterial *mat, int translation) override;
void UpdatePalette() override;
uint32_t GetCaps() override;
void WriteSavePic(player_t *player, FileWriter *file, int width, int height) override;
sector_t *RenderView(player_t *player) override;
void SetTextureFilterMode() override;
void TextureFilterChanged() override;
void StartPrecaching() override;
void BeginFrame() override;
void BlurScene(float amount) override;
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
IHardwareTexture *CreateHardwareTexture() override;
FModelRenderer *CreateModelRenderer(int mli) override;
IVertexBuffer *CreateVertexBuffer() override;
IIndexBuffer *CreateIndexBuffer() override;
IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
FTexture *WipeStartScreen() override;
FTexture *WipeEndScreen() override;
TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
void SetVSync(bool vsync) override;
void Draw2D() override;
private:
sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
void DrawScene(HWDrawInfo *di, int drawmode);
void UpdateShadowMap();
void CheckCanvas();
std::unique_ptr<PolyRenderState> mRenderState;
std::unique_ptr<DCanvas> mCanvas;
std::shared_ptr<DrawerCommandQueue> mDrawCommands;
RenderMemory mFrameMemory;
};
inline PolyFrameBuffer *GetPolyFrameBuffer() { return static_cast<PolyFrameBuffer*>(screen); }