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62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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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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// DESCRIPTION:
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// Refresh module, BSP traversal and handling.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_BSP__
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#define __R_BSP__
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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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EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs?
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namespace swrenderer
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{
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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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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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extern subsector_t *InSubsector;
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extern sector_t* frontsector;
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extern sector_t* backsector;
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extern int WindowLeft, WindowRight;
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extern WORD MirrorFlags;
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void R_RenderBSPNode (void *node);
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// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
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sector_t *R_FakeFlat(sector_t *, sector_t *, int *, int *, bool);
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}
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#endif
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