gzdoom-gles/src/swrenderer/scene/r_translucent_pass.h
2017-02-04 00:25:37 +01:00

48 lines
1,022 B
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 "tarray.h"
#define MINZ double((2048*4) / double(1 << 20))
struct particle_t;
struct FVoxel;
namespace swrenderer
{
class RenderThread;
class VisibleSprite;
struct DrawSegment;
class RenderTranslucentPass
{
public:
RenderTranslucentPass(RenderThread *thread);
void Deinit();
void Clear();
void Render();
bool ClipSpriteColumnWithPortals(int x, VisibleSprite *spr);
RenderThread *Thread = nullptr;
private:
void CollectPortals();
void DrawMaskedSingle(bool renew);
TArray<DrawSegment *> portaldrawsegs;
};
}