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 sectornum;
int startline;
int endline;
bool portal;
angle_t startangle;
angle_t endangle;
};
class BunchDrawer
{
HWDrawInfo *di;
Clipper *clipper;
int LastBunch;
int StartTime;
TArray<FBunch> Bunches;
TArray<int> CompareData;
double viewx, viewy;
float gcosang, gsinang;
BitArray gotsector;
BitArray gotsection2;
BitArray gotwall;
BitArray blockwall;
angle_t ang1, ang2, angrange;
float viewz;
TArray<int> sectionstartang, sectionendang;
private:
enum
{
CL_Skip = 0,
CL_Draw = 1,
CL_Pass = 2,
};
angle_t ClipAngle(int wal) { return wall[wal].clipangle - ang1; }
void StartScene();
bool StartBunch(int sectnum, int linenum, angle_t startan, angle_t endan, bool portal);
bool AddLineToBunch(int line, angle_t newan);
void DeleteBunch(int index);
bool CheckClip(walltype* wal, float* topclip, float* bottomclip);
int ClipLine(int line, bool portal);
void ProcessBunch(int bnch);
int WallInFront(int wall1, int wall2);
int ColinearBunchInFront(FBunch* b1, FBunch* b2);
int BunchInFront(FBunch* b1, FBunch* b2);
int FindClosestBunch();
void ProcessSection(int sectnum, bool portal);
public:
void Init(HWDrawInfo* _di, Clipper* c, const DVector2& view, angle_t a1, angle_t a2);
void RenderScene(const int* viewsectors, unsigned sectcount, bool portal);
const BitArray& GotSector() const { return gotsector; }
};