2016-03-01 15:47:10 +00:00
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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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2017-01-04 14:39:47 +00:00
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#pragma once
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2016-03-01 15:47:10 +00:00
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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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2017-01-04 14:39:47 +00:00
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#include "swrenderer/line/r_line.h"
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2017-01-04 17:54:14 +00:00
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#include "swrenderer/scene/r_3dfloors.h"
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2016-12-01 01:38:32 +00:00
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2016-12-22 04:20:53 +00:00
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namespace swrenderer
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2016-12-01 01:38:32 +00:00
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{
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2017-01-04 14:39:47 +00:00
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struct visplane_t;
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2016-12-01 01:38:32 +00:00
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2017-01-04 14:39:47 +00:00
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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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2017-01-03 06:13:40 +00:00
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2017-01-04 14:39:47 +00:00
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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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2016-03-01 15:47:10 +00:00
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2017-01-04 14:39:47 +00:00
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class RenderBSP
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{
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public:
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static RenderBSP *Instance();
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void ClearClip();
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void RenderScene();
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2016-03-01 15:47:10 +00:00
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2017-01-04 14:39:47 +00:00
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void ResetFakingUnderwater() { r_fakingunderwater = false; }
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2);
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2016-03-01 15:47:10 +00:00
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2017-01-04 14:39:47 +00:00
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short floorclip[MAXWIDTH];
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short ceilingclip[MAXWIDTH];
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2017-01-03 06:13:40 +00:00
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private:
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void RenderBSPNode(void *node);
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void RenderSubsector(subsector_t *sub);
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bool CheckBBox(float *bspcoord);
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void AddPolyobjs(subsector_t *sub);
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void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane);
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2016-03-01 15:47:10 +00:00
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2017-01-04 14:39:47 +00:00
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subsector_t *InSubsector;
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sector_t *frontsector;
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uint8_t FakeSide;
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bool r_fakingunderwater;
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SWRenderLine renderline;
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};
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}
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