#ifndef __GL_DRAWINFO_H #define __GL_DRAWINFO_H #include "gl/scene/gl_wall.h" enum GLDrawItemType { GLDIT_WALL, GLDIT_FLAT, GLDIT_SPRITE, GLDIT_POLY, }; enum DrawListType { GLDL_PLAIN, GLDL_MASKED, GLDL_MASKEDOFS, GLDL_MODELS, GLDL_TRANSLUCENT, GLDL_TRANSLUCENTBORDER, GLDL_TYPES, }; enum Drawpasses { GLPASS_PLAIN, // Main pass without dynamic lights GLPASS_ALL, // Main pass with dynamic lights GLPASS_DECALS, // Draws a decal GLPASS_DECALS_NOFOG,// Draws a decal without setting the fog (used for passes that need a fog layer) GLPASS_TRANSLUCENT, // Draws translucent objects }; //========================================================================== // // Intermediate struct to link one draw item into a draw list // // unfortunately this struct must not contain pointers because // the arrays may be reallocated! // //========================================================================== struct GLDrawItem { GLDrawItemType rendertype; int index; GLDrawItem(GLDrawItemType _rendertype,int _index) : rendertype(_rendertype),index(_index) {} }; struct SortNode { int itemindex; SortNode * parent; SortNode * next; // unsorted successor SortNode * left; // left side of this node SortNode * equal; // equal to this node SortNode * right; // right side of this node void UnlinkFromChain(); void Link(SortNode * hook); void AddToEqual(SortNode * newnode); void AddToLeft (SortNode * newnode); void AddToRight(SortNode * newnode); }; //========================================================================== // // One draw list. This contains all info for one type of rendering data // //========================================================================== struct GLDrawList { //private: TArray walls; TArray flats; TArray sprites; TArray drawitems; int SortNodeStart; SortNode * sorted; public: GLDrawList() { next=NULL; SortNodeStart=-1; sorted=NULL; } ~GLDrawList() { Reset(); } unsigned int Size() { return drawitems.Size(); } void AddWall(GLWall * wall); void AddFlat(GLFlat * flat); void AddSprite(GLSprite * sprite); void Reset(); void Sort(); void MakeSortList(); SortNode * FindSortPlane(SortNode * head); SortNode * FindSortWall(SortNode * head); void SortPlaneIntoPlane(SortNode * head,SortNode * sort); void SortWallIntoPlane(SortNode * head,SortNode * sort); void SortSpriteIntoPlane(SortNode * head,SortNode * sort); void SortWallIntoWall(SortNode * head,SortNode * sort); void SortSpriteIntoWall(SortNode * head,SortNode * sort); int CompareSprites(SortNode * a,SortNode * b); SortNode * SortSpriteList(SortNode * head); SortNode * DoSort(SortNode * head); void DoDraw(int pass, int index); void DoDrawSorted(SortNode * node); void DrawSorted(); void Draw(int pass); GLDrawList * next; } ; //========================================================================== // // these are used to link faked planes due to missing textures to a sector // //========================================================================== struct gl_subsectorrendernode { gl_subsectorrendernode * next; subsector_t * sub; }; struct FDrawInfo { struct wallseg { float x1, y1, z1, x2, y2, z2; }; bool temporary; struct MissingTextureInfo { seg_t * seg; subsector_t * sub; fixed_t planez; fixed_t planezfront; }; struct MissingSegInfo { seg_t * seg; int MTI_Index; // tells us which MissingTextureInfo represents this seg. }; struct SubsectorHackInfo { subsector_t * sub; BYTE flags; }; TArray sectorrenderflags; TArray ss_renderflags; TArray no_renderflags; TArray MissingUpperTextures; TArray MissingLowerTextures; TArray MissingUpperSegs; TArray MissingLowerSegs; TArray SubsectorHacks; TArray otherfloorplanes; TArray otherceilingplanes; TArray CeilingStacks; TArray FloorStacks; TArray HandledSubsectors; FDrawInfo * next; GLDrawList drawlists[GLDL_TYPES]; FDrawInfo(); ~FDrawInfo(); void ClearBuffers(); bool DoOneSectorUpper(subsector_t * subsec, fixed_t planez); bool DoOneSectorLower(subsector_t * subsec, fixed_t planez); bool DoFakeBridge(subsector_t * subsec, fixed_t planez); bool DoFakeCeilingBridge(subsector_t * subsec, fixed_t planez); bool CheckAnchorFloor(subsector_t * sub); bool CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor); bool CheckAnchorCeiling(subsector_t * sub); bool CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor); void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor); void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor); void AddUpperMissingTexture(side_t * side, subsector_t *sub, fixed_t backheight); void AddLowerMissingTexture(side_t * side, subsector_t *sub, fixed_t backheight); void HandleMissingTextures(); void DrawUnhandledMissingTextures(); void AddHackedSubsector(subsector_t * sub); void HandleHackedSubsectors(); void AddFloorStack(sector_t * sec); void AddCeilingStack(sector_t * sec); void ProcessSectorStacks(); void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node); void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node); void StartScene(); void SetupFloodStencil(wallseg * ws); void ClearFloodStencil(wallseg * ws); void DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling); void FloodUpperGap(seg_t * seg); void FloodLowerGap(seg_t * seg); static void StartDrawInfo(); static void EndDrawInfo(); gl_subsectorrendernode * GetOtherFloorPlanes(unsigned int sector) { if (sector mList; public: FDrawInfo *GetNew(); void Release(FDrawInfo *); }; extern FDrawInfo * gl_drawinfo; void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture); void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending); #endif