vkdoom_m/src/gl/system/gl_framebuffer.h
Christoph Oelckers 4ddd9dde79 Use IUniformBuffer
2018-06-12 17:55:34 +02:00

99 lines
2.7 KiB
C++

#ifndef __GL_FRAMEBUFFER
#define __GL_FRAMEBUFFER
#include "gl_sysfb.h"
#include <memory>
class FHardwareTexture;
class FSimpleVertexBuffer;
class FGLDebug;
class OpenGLFrameBuffer : public SystemFrameBuffer
{
typedef SystemFrameBuffer Super;
public:
explicit OpenGLFrameBuffer() {}
OpenGLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) ;
~OpenGLFrameBuffer();
void InitializeState();
void Update();
// Color correction
void SetGamma();
void CleanForRestart() override;
void UpdatePalette() override;
void InitForLevel() override;
void SetClearColor(int color) override;
uint32_t GetCaps() override;
void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV) override;
void WriteSavePic(player_t *player, FileWriter *file, int width, int height) override;
sector_t *RenderView(player_t *player) override;
void SetTextureFilterMode() override;
IHardwareTexture *CreateHardwareTexture(FTexture *tex) override;
FModelRenderer *CreateModelRenderer(int mli) override;
void UnbindTexUnit(int no) override;
void FlushTextures() override;
void TextureFilterChanged() override;
void ResetFixedColormap() override;
void BeginFrame() override;
bool RenderBuffersEnabled() override;
void SetViewportRects(IntRect *bounds) override;
void BlurScene(float amount) override;
IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) override;
virtual FString GetUniformLayoutString(int bindingpoint) { return "std140"; }
// 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 void GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type, float &gamma) override;
bool WipeStartScreen(int type);
void WipeEndScreen();
bool WipeDo(int ticks);
void WipeCleanup();
void Swap();
bool IsHWGammaActive() const { return HWGammaActive; }
void SetVSync(bool vsync);
void Draw2D() override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
std::shared_ptr<FGLDebug> mDebug; // Debug API
private:
int camtexcount = 0;
class Wiper
{
protected:
FSimpleVertexBuffer *mVertexBuf;
void MakeVBO(OpenGLFrameBuffer *fb);
public:
Wiper();
virtual ~Wiper();
virtual bool Run(int ticks, OpenGLFrameBuffer *fb) = 0;
};
class Wiper_Melt; friend class Wiper_Melt;
class Wiper_Burn; friend class Wiper_Burn;
class Wiper_Crossfade; friend class Wiper_Crossfade;
Wiper *ScreenWipe;
FHardwareTexture *wipestartscreen;
FHardwareTexture *wipeendscreen;
public:
};
#endif //__GL_FRAMEBUFFER