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127 lines
3.5 KiB
C++
127 lines
3.5 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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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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// DESCRIPTION:
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// Refresh module, BSP traversal and handling.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_BSP__
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#define __R_BSP__
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#include "tarray.h"
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#include <stddef.h>
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#include "r_defs.h"
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EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs?
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namespace swrenderer
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{
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// The 3072 below is just an arbitrary value picked to avoid
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// drawing lines the player is too close to that would overflow
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// the texture calculations.
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#define TOO_CLOSE_Z (3072.0 / (1<<12))
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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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extern FWallCoords WallC;
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extern FWallTmapVals WallT;
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enum
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{
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FAKED_Center,
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FAKED_BelowFloor,
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FAKED_AboveCeiling
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};
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struct drawseg_t
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{
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seg_t* curline;
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float light, lightstep;
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float iscale, iscalestep;
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short x1, x2; // Same as sx1 and sx2, but clipped to the drawseg
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short sx1, sx2; // left, right of parent seg on screen
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float sz1, sz2; // z for left, right of parent seg on screen
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float siz1, siz2; // 1/z for left, right of parent seg on screen
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float cx, cy, cdx, cdy;
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float yscale;
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BYTE silhouette; // 0=none, 1=bottom, 2=top, 3=both
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BYTE bFogBoundary;
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BYTE bFakeBoundary; // for fake walls
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int shade;
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// Pointers to lists for sprite clipping,
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// all three adjusted so [x1] is first value.
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ptrdiff_t sprtopclip; // type short
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ptrdiff_t sprbottomclip; // type short
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ptrdiff_t maskedtexturecol; // type short
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ptrdiff_t swall; // type float
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int fake; // ident fake drawseg, don't draw and clip sprites
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// backups
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ptrdiff_t bkup; // sprtopclip backup, for mid and fake textures
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FWallTmapVals tmapvals;
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int CurrentPortalUniq; // [ZZ] to identify the portal that this drawseg is in. used for sprite clipping.
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};
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extern seg_t* curline;
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extern side_t* sidedef;
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extern line_t* linedef;
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extern sector_t* frontsector;
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extern sector_t* backsector;
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extern drawseg_t *drawsegs;
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extern drawseg_t *firstdrawseg;
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extern drawseg_t* ds_p;
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extern TArray<size_t> InterestingDrawsegs; // drawsegs that have something drawn on them
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extern size_t FirstInterestingDrawseg;
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extern int WindowLeft, WindowRight;
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extern WORD MirrorFlags;
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typedef void (*drawfunc_t) (int start, int stop);
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// BSP?
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void R_ClearClipSegs (short left, short right);
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void R_ClearDrawSegs ();
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void R_RenderBSPNode (void *node);
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// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
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sector_t *R_FakeFlat(sector_t *, sector_t *, int *, int *, bool);
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}
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#endif
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