vkdoom_m/src/gl/renderer/gl_renderer.h
2018-06-03 13:59:40 +02:00

201 lines
4.8 KiB
C++

#ifndef __GL_RENDERER_H
#define __GL_RENDERER_H
#include "r_defs.h"
#include "v_video.h"
#include "vectors.h"
#include "r_renderer.h"
#include "r_data/matrix.h"
#include "gl/dynlights/gl_shadowmap.h"
#include <functional>
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
struct particle_t;
class FCanvasTexture;
class FFlatVertexBuffer;
class FSkyVertexBuffer;
class OpenGLFrameBuffer;
struct FDrawInfo;
class FShaderManager;
class GLPortal;
class FLightBuffer;
class FSamplerManager;
class DPSprite;
class FGLRenderBuffers;
class FLinearDepthShader;
class FDepthBlurShader;
class FSSAOShader;
class FSSAOCombineShader;
class FBloomExtractShader;
class FBloomCombineShader;
class FExposureExtractShader;
class FExposureAverageShader;
class FExposureCombineShader;
class FBlurShader;
class FTonemapShader;
class FColormapShader;
class FLensShader;
class FFXAALumaShader;
class FFXAAShader;
class FPresentShader;
class FPresent3DCheckerShader;
class FPresent3DColumnShader;
class FPresent3DRowShader;
class FGL2DDrawer;
class FHardwareTexture;
class FShadowMapShader;
class FCustomPostProcessShaders;
class GLSceneDrawer;
class SWSceneDrawer;
enum
{
DM_MAINVIEW,
DM_OFFSCREEN,
DM_PORTAL,
DM_SKYPORTAL
};
// Helper baggage to draw the paletted software renderer output on old hardware.
// This must be here because the 2D drawer needs to access it, not the scene drawer.
class LegacyShader;
struct LegacyShaderContainer
{
enum
{
NUM_SHADERS = 4
};
LegacyShader *Shaders[NUM_SHADERS];
LegacyShader* CreatePixelShader(const FString& vertexsrc, const FString& fragmentsrc, const FString &defines);
LegacyShaderContainer();
~LegacyShaderContainer();
bool LoadShaders();
void BindShader(int num, const float *p1, const float *p2);
};
class FGLRenderer
{
public:
OpenGLFrameBuffer *framebuffer;
//GLPortal *mClipPortal;
GLPortal *mCurrentPortal;
int mMirrorCount;
int mPlaneMirrorCount;
float mCurrentFoV;
AActor *mViewActor;
FShaderManager *mShaderManager;
FSamplerManager *mSamplerManager;
unsigned int mFBID;
unsigned int mVAOID;
int mOldFBID;
FGLRenderBuffers *mBuffers;
FGLRenderBuffers *mScreenBuffers;
FGLRenderBuffers *mSaveBuffers;
FLinearDepthShader *mLinearDepthShader;
FSSAOShader *mSSAOShader;
FDepthBlurShader *mDepthBlurShader;
FSSAOCombineShader *mSSAOCombineShader;
FBloomExtractShader *mBloomExtractShader;
FBloomCombineShader *mBloomCombineShader;
FExposureExtractShader *mExposureExtractShader;
FExposureAverageShader *mExposureAverageShader;
FExposureCombineShader *mExposureCombineShader;
FBlurShader *mBlurShader;
FTonemapShader *mTonemapShader;
FColormapShader *mColormapShader;
FHardwareTexture *mTonemapPalette;
FLensShader *mLensShader;
FFXAALumaShader *mFXAALumaShader;
FFXAAShader *mFXAAShader;
FPresentShader *mPresentShader;
FPresent3DCheckerShader *mPresent3dCheckerShader;
FPresent3DColumnShader *mPresent3dColumnShader;
FPresent3DRowShader *mPresent3dRowShader;
FShadowMapShader *mShadowMapShader;
FCustomPostProcessShaders *mCustomPostProcessShaders;
FShadowMap mShadowMap;
FRotator mAngles;
FVector2 mViewVector;
FFlatVertexBuffer *mVBO;
FSkyVertexBuffer *mSkyVBO;
FLightBuffer *mLights;
SWSceneDrawer *swdrawer = nullptr;
LegacyShaderContainer *legacyShaders = nullptr;
bool mDrawingScene2D = false;
bool buffersActive = false;
float mSceneClearColor[3];
float mGlobVis = 0.0f;
FGLRenderer(OpenGLFrameBuffer *fb);
~FGLRenderer() ;
void Initialize(int width, int height);
void ClearBorders();
void FlushTextures();
void SetupLevel();
void ResetSWScene();
void RenderScreenQuad();
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
void AmbientOccludeScene();
void UpdateCameraExposure();
void BloomScene(int fixedcm);
void TonemapScene();
void ColormapScene(int fixedcm);
void CreateTonemapPalette();
void ClearTonemapPalette();
void LensDistortScene();
void ApplyFXAA();
void BlurScene(float gameinfobluramount);
void CopyToBackbuffer(const IntRect *bounds, bool applyGamma);
void DrawPresentTexture(const IntRect &box, bool applyGamma);
void Flush();
void Draw2D(F2DDrawer *data);
void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
sector_t *RenderView(player_t *player);
void BeginFrame();
bool StartOffscreen();
void EndOffscreen();
void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
static float GetZNear() { return 5.f; }
static float GetZFar() { return 65536.f; }
};
#include "hwrenderer/scene/hw_fakeflat.h"
struct TexFilter_s
{
int minfilter;
int magfilter;
bool mipmapping;
} ;
extern FGLRenderer *GLRenderer;
#endif