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80e5cd0dc5
* Blood's automap was not drawn at all. * SW's automap always showed all sectors * SW's player sprite was not rendered. * Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
56 lines
1.2 KiB
C++
56 lines
1.2 KiB
C++
#pragma once
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#include "tarray.h"
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#include "basics.h"
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struct HWDrawInfo;
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class Clipper;
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struct FBunch
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{
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int sectnum;
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int startline;
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int endline;
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binangle startangle; // in pseudo angles for the clipper
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binangle endangle;
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};
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class BunchDrawer
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{
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HWDrawInfo *di;
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Clipper *clipper;
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int LastBunch;
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int StartTime;
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TArray<FBunch> Bunches;
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TArray<int> CompareData;
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double viewx, viewy;
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vec2_t iview;
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float gcosang, gsinang;
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FixedBitArray<MAXSECTORS> gotsector;
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private:
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enum
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{
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CL_Skip = 0,
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CL_Draw = 1,
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CL_Pass = 2,
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};
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void StartScene();
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void StartBunch(int sectnum, int linenum, binangle startan, binangle endan);
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void AddLineToBunch(int line, binangle newan);
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void DeleteBunch(int index);
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bool CheckClip(walltype* wal);
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int ClipLine(int line);
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void ProcessBunch(int bnch);
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int WallInFront(int wall1, int wall2);
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int BunchInFront(FBunch* b1, FBunch* b2);
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int FindClosestBunch();
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void ProcessSector(int sectnum);
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public:
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void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view);
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void RenderScene(const int* viewsectors, unsigned sectcount);
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const FixedBitArray<MAXSECTORS>& GotSector() const { return gotsector; }
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};
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