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neo/renderer/RenderContext.h
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91
neo/renderer/RenderContext.h
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __RENDERCONTEXT_H__
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#define __RENDERCONTEXT_H__
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// This is for "official" HDMI 3D support with with the left eye above the right and a guard band in the middle
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// Some displays which don't support this can still do stereo 3D by packing 2 eyes into a single (mono-sized) buffer
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enum hdmi3DState_t {
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HDMI3D_NOT_SUPPORTED, // The TV doesn't support it
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HDMI3D_NOT_ENABLED, // The TV supports it, but the user disabled it
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HDMI3D_NOT_ACTIVE, // The TV supports it, and the user enabled it, but it's not active
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HDMI3D_ACTIVE
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};
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//================================================================================================
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// class idRenderContext
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//================================================================================================
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class idRenderContext {
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public:
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idRenderContext() : depthHackValue( 0.0f ), weaponDepthHackValue( 1.0f ) {}
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virtual ~idRenderContext() {};
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void InitContext();
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void Shutdown();
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void PrepareSwap();
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void SwapBuffers( bool forceVsync = false );
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void SetGamma( unsigned short red[256], unsigned short green[256], unsigned short blue[256] );
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hdmi3DState_t GetHDMI3DState();
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void EnableHDMI3D( const bool enable );
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// Back End Rendering
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void ExecuteBackendCommands( const emptyCommand_t *cmds );
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void Clear( float r, float g, float b, float a );
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void InitGraphicsAPIWrapper();
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// Debug Tools
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void RenderDebugTools( drawSurf_t **drawSurfs, int numDrawSurfs );
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void SetWrapperContext( const wrapperContext_t & context );
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void SetWrapperConfig( const wrapperConfig_t & config );
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// Texture Resolves
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void ResolveTargetColor( idImage* image );
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void ResolveTargetDepth( idImage* image );
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void ResolveTargetColor( idImage* image, int srcMinX, int srcMinY, int srcMaxX, int srcMaxY, int dstX, int dstY );
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void ResolveTargetDepth( idImage* image, int srcMinX, int srcMinY, int srcMaxX, int srcMaxY, int dstX, int dstY );
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void SetDepthHackValue( float depth ) { depthHackValue = depth; }
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float GetDepthHackValue() const { return depthHackValue; }
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void SetWeaponDepthHackValue( float depth ) { weaponDepthHackValue = depth; }
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float GetWeaponDepthHackValue() const { return weaponDepthHackValue; }
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uint64 GetGPUFrameMicroSec() const { return GPUFrameMicroSec; }
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private:
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float depthHackValue;
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float weaponDepthHackValue;
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uint64 GPUFrameMicroSec;
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};
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extern idRenderContext rRenderContext;
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#endif // !__RENDERCONTEXT_H__
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