gzdoom/src/swrenderer/scene/r_bsp.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// 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.
//
// DESCRIPTION:
// Refresh module, BSP traversal and handling.
//
//-----------------------------------------------------------------------------
#ifndef __R_BSP__
#define __R_BSP__
#include "tarray.h"
#include <stddef.h>
#include "r_defs.h"
EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs?
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namespace swrenderer
{
struct visplane_t;
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// The 3072 below is just an arbitrary value picked to avoid
// drawing lines the player is too close to that would overflow
// the texture calculations.
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#define TOO_CLOSE_Z (3072.0 / (1<<12))
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enum
{
FAKED_Center,
FAKED_BelowFloor,
FAKED_AboveCeiling
};
void R_RenderScene();
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void R_RenderBSPNode (void *node);
// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
sector_t *R_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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extern short floorclip[MAXWIDTH];
extern short ceilingclip[MAXWIDTH];
}
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#endif