// // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // #pragma once #include "swrenderer/line/r_line.h" namespace swrenderer { struct drawseg_t { seg_t *curline; float light, lightstep; float iscale, iscalestep; short x1, x2; // Same as sx1 and sx2, but clipped to the drawseg short sx1, sx2; // left, right of parent seg on screen float sz1, sz2; // z for left, right of parent seg on screen float siz1, siz2; // 1/z for left, right of parent seg on screen float cx, cy, cdx, cdy; float yscale; uint8_t silhouette; // 0=none, 1=bottom, 2=top, 3=both uint8_t bFogBoundary; uint8_t bFakeBoundary; // for fake walls int shade; // Pointers to lists for sprite clipping, all three adjusted so [x1] is first value. ptrdiff_t sprtopclip; // type short ptrdiff_t sprbottomclip; // type short ptrdiff_t maskedtexturecol; // type short ptrdiff_t swall; // type float ptrdiff_t bkup; // sprtopclip backup, for mid and fake textures FWallTmapVals tmapvals; int fake; // ident fake drawseg, don't draw and clip sprites backups int CurrentPortalUniq; // [ZZ] to identify the portal that this drawseg is in. used for sprite clipping. }; extern drawseg_t *firstdrawseg; extern drawseg_t *ds_p; extern drawseg_t *drawsegs; extern TArray InterestingDrawsegs; // drawsegs that have something drawn on them extern size_t FirstInterestingDrawseg; void R_ClearDrawSegs(); void R_FreeDrawSegs(); drawseg_t *R_AddDrawSegment(); void ClipMidtex(int x1, int x2); void R_RenderMaskedSegRange(drawseg_t *ds, int x1, int x2); void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade); void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2, int wallshade); }