raze/source/core/rendering/scene/hw_bunchdrawer.h

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#pragma once
#include "tarray.h"
#include "basics.h"
struct HWDrawInfo;
class Clipper;
struct FBunch
{
int sectnum;
int startline;
int endline;
angle_t startangle; // in pseudo angles for the clipper
angle_t endangle;
};
class BunchDrawer
{
HWDrawInfo *di;
Clipper *clipper;
int LastBunch;
int StartTime;
TArray<FBunch> Bunches;
TArray<int> CompareData;
double viewx, viewy;
FixedBitArray<MAXSECTORS> gotsector;
private:
enum
{
CL_Skip = 0,
CL_Draw = 1,
CL_Pass = 2,
};
void StartScene();
void StartBunch(int sectnum, int linenum, angle_t startan, angle_t endan);
void AddLineToBunch(int line, int newan);
void DeleteBunch(int index);
bool CheckClip(walltype* wal);
int ClipLine(int line);
void ProcessBunch(int bnch);
int WallInFront(int wall1, int wall2);
int BunchInFront(FBunch* b1, FBunch* b2);
int FindClosestBunch();
void ProcessSector(int sectnum);
public:
void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view);
void RenderScene(int viewsector);
};