gzdoom-gles/src/swrenderer/scene/r_portal.h
2017-01-05 04:55:26 +01:00

62 lines
1.7 KiB
C++

//
// 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/segments/r_portalsegment.h"
namespace swrenderer
{
struct visplane_t;
class RenderPortal
{
public:
static RenderPortal *Instance();
void SetMainPortal();
void CopyStackedViewParameters();
void RenderPlanePortals();
void RenderLinePortals();
int WindowLeft = 0;
int WindowRight = 0;
uint16_t MirrorFlags = 0;
PortalDrawseg* CurrentPortal = nullptr;
int CurrentPortalUniq = 0;
bool CurrentPortalInSkybox = false;
// These are copies of the main parameters used when drawing stacked sectors.
// When you change the main parameters, you should copy them here too *unless*
// you are changing them to draw a stacked sector. Otherwise, stacked sectors
// won't draw in skyboxes properly.
int stacked_extralight = 0;
double stacked_visibility = 0.0;
DVector3 stacked_viewpos;
DAngle stacked_angle;
int numskyboxes = 0; // For ADD_STAT(skyboxes)
private:
void RenderLinePortal(PortalDrawseg* pds, int depth);
void RenderLinePortalHighlight(PortalDrawseg* pds);
TArray<size_t> interestingStack;
TArray<ptrdiff_t> drawsegStack;
TArray<ptrdiff_t> visspriteStack;
TArray<DVector3> viewposStack;
TArray<visplane_t *> visplaneStack;
};
}