// 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 #include "r_defs.h" // 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. #define TOO_CLOSE_Z (3072.0 / (1<<12)) struct FWallCoords { FVector2 tleft; // coords at left of wall in view space rx1,ry1 FVector2 tright; // coords at right of wall in view space rx2,ry2 float sz1, sz2; // depth at left, right of wall in screen space yb1,yb2 short sx1, sx2; // x coords at left, right of wall in screen space xb1,xb2 bool Init(const DVector2 &pt1, const DVector2 &pt2, double too_close); }; struct FWallTmapVals { float UoverZorg, UoverZstep; float InvZorg, InvZstep; void InitFromWallCoords(const FWallCoords *wallc); void InitFromLine(const DVector2 &left, const DVector2 &right); }; extern FWallCoords WallC; extern FWallTmapVals WallT; enum { FAKED_Center, FAKED_BelowFloor, FAKED_AboveCeiling }; struct drawseg_t { seg_t* curline; float light, lightstep; float iscale, iscalestep; short x1, x2; // Same as sx1 and sx2, but clipped to the drawseg short sx1, sx2; // left, right of parent seg on screen float sz1, sz2; // z for left, right of parent seg on screen float siz1, siz2; // 1/z for left, right of parent seg on screen float cx, cy, cdx, cdy; float yscale; BYTE silhouette; // 0=none, 1=bottom, 2=top, 3=both BYTE bFogBoundary; BYTE bFakeBoundary; // for fake walls int shade; // Pointers to lists for sprite clipping, // all three adjusted so [x1] is first value. ptrdiff_t sprtopclip; // type short ptrdiff_t sprbottomclip; // type short ptrdiff_t maskedtexturecol; // type short ptrdiff_t swall; // type fixed_t int fake; // ident fake drawseg, don't draw and clip sprites // backups ptrdiff_t bkup; // sprtopclip backup, for mid and fake textures FWallTmapVals tmapvals; int CurrentPortalUniq; // [ZZ] to identify the portal that this drawseg is in. used for sprite clipping. }; extern seg_t* curline; extern side_t* sidedef; extern line_t* linedef; extern sector_t* frontsector; extern sector_t* backsector; extern drawseg_t *drawsegs; extern drawseg_t *firstdrawseg; extern drawseg_t* ds_p; extern TArray InterestingDrawsegs; // drawsegs that have something drawn on them extern size_t FirstInterestingDrawseg; extern int WindowLeft, WindowRight; extern WORD MirrorFlags; typedef void (*drawfunc_t) (int start, int stop); EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs? // BSP? void R_ClearClipSegs (short left, short right); void R_ClearDrawSegs (); void R_RenderBSPNode (void *node); // killough 4/13/98: fake floors/ceilings for deep water / fake ceilings: sector_t *R_FakeFlat(sector_t *, sector_t *, int *, int *, bool); #endif