// 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" EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs? namespace swrenderer { struct visplane_t; // 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)) enum { FAKED_Center, FAKED_BelowFloor, FAKED_AboveCeiling }; void R_RenderScene(); 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); extern short floorclip[MAXWIDTH]; extern short ceilingclip[MAXWIDTH]; } #endif