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https://github.com/ZDoom/gzdoom-gles.git
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112 lines
2.7 KiB
C++
112 lines
2.7 KiB
C++
//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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#pragma once
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namespace swrenderer
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{
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struct visplane_t;
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struct FWallCoords
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{
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FVector2 tleft; // coords at left of wall in view space rx1,ry1
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FVector2 tright; // coords at right of wall in view space rx2,ry2
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float sz1, sz2; // depth at left, right of wall in screen space yb1,yb2
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short sx1, sx2; // x coords at left, right of wall in screen space xb1,xb2
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bool Init(const DVector2 &pt1, const DVector2 &pt2, double too_close);
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};
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struct FWallTmapVals
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{
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float UoverZorg, UoverZstep;
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float InvZorg, InvZstep;
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void InitFromWallCoords(const FWallCoords *wallc);
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void InitFromLine(const DVector2 &left, const DVector2 &right);
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};
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class SWRenderLine
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{
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public:
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void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *floorplane, visplane_t *ceilingplane);
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private:
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bool RenderWallSegment(int x1, int x2);
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void SetWallVariables(bool needlights);
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void RenderWallSegmentTextures(int x1, int x2);
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bool IsFogBoundary(sector_t *front, sector_t *back) const;
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bool SkyboxCompare(sector_t *frontsector, sector_t *backsector) const;
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subsector_t *InSubsector;
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sector_t *frontsector;
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sector_t *backsector;
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visplane_t *floorplane;
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visplane_t *ceilingplane;
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seg_t *curline;
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side_t *sidedef;
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line_t *linedef;
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FWallCoords WallC;
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FWallTmapVals WallT;
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double rw_backcz1;
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double rw_backcz2;
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double rw_backfz1;
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double rw_backfz2;
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double rw_frontcz1;
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double rw_frontcz2;
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double rw_frontfz1;
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double rw_frontfz2;
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fixed_t rw_offset_top;
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fixed_t rw_offset_mid;
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fixed_t rw_offset_bottom;
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int rw_ceilstat, rw_floorstat;
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bool rw_mustmarkfloor, rw_mustmarkceiling;
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bool rw_prepped;
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bool rw_markportal;
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bool rw_havehigh;
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bool rw_havelow;
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float rw_light;
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float rw_lightstep;
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float rw_lightleft;
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fixed_t rw_offset;
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double rw_midtexturemid;
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double rw_toptexturemid;
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double rw_bottomtexturemid;
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double rw_midtexturescalex;
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double rw_midtexturescaley;
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double rw_toptexturescalex;
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double rw_toptexturescaley;
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double rw_bottomtexturescalex;
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double rw_bottomtexturescaley;
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FTexture *rw_pic;
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bool doorclosed;
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int wallshade;
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bool markfloor; // False if the back side is the same plane.
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bool markceiling;
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FTexture *toptexture;
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FTexture *bottomtexture;
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FTexture *midtexture;
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};
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}
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