mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-30 07:31:12 +00:00
Rename drawseg_t to DrawSegment
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parent
9d9395c855
commit
2821c15795
12 changed files with 36 additions and 36 deletions
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@ -321,7 +321,7 @@ namespace swrenderer
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I_FatalError("Bad R_StoreWallRange: %i to %i", start, stop);
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#endif
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drawseg_t *draw_segment = R_AddDrawSegment();
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DrawSegment *draw_segment = R_AddDrawSegment();
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if (!rw_prepped)
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{
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@ -24,7 +24,7 @@ struct FDynamicColormap;
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namespace swrenderer
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{
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struct drawseg_t;
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struct DrawSegment;
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struct FWallCoords;
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class ProjectedWallLine;
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class ProjectedWallTexcoords;
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@ -187,7 +187,7 @@ namespace swrenderer
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}
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// Create a drawseg to clip sprites to the sky plane
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drawseg_t *draw_segment = R_AddDrawSegment();
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DrawSegment *draw_segment = R_AddDrawSegment();
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draw_segment->CurrentPortalUniq = CurrentPortalUniq;
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draw_segment->siz1 = INT_MAX;
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draw_segment->siz2 = INT_MAX;
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@ -47,7 +47,7 @@ CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG
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namespace swrenderer
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{
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bool RenderTranslucentPass::DrewAVoxel;
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TArray<drawseg_t *> RenderTranslucentPass::portaldrawsegs;
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TArray<DrawSegment *> RenderTranslucentPass::portaldrawsegs;
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void RenderTranslucentPass::Deinit()
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{
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@ -68,7 +68,7 @@ namespace swrenderer
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// a) exit early if no relevant info is found and
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// b) skip most of the collected drawsegs which have no portal attached.
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portaldrawsegs.Clear();
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for (drawseg_t* seg = ds_p; seg-- > firstdrawseg; ) // copied code from killough below
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for (DrawSegment* seg = ds_p; seg-- > firstdrawseg; ) // copied code from killough below
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{
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// I don't know what makes this happen (some old top-down portal code or possibly skybox code? something adds null lines...)
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// crashes at the first frame of the first map of Action2.wad
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@ -98,7 +98,7 @@ namespace swrenderer
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if (renderportal->CurrentPortalInSkybox)
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return false;
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for (drawseg_t *seg : portaldrawsegs)
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for (DrawSegment *seg : portaldrawsegs)
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{
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// ignore segs from other portals
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if (seg->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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@ -143,7 +143,7 @@ namespace swrenderer
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{
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Clip3DFloors::Instance()->fake3D |= FAKE3D_REFRESHCLIP;
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}
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for (drawseg_t *ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
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for (DrawSegment *ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
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{
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// [ZZ] the same as above
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if (ds->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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@ -23,7 +23,7 @@ struct FVoxel;
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namespace swrenderer
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{
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class VisibleSprite;
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struct drawseg_t;
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struct DrawSegment;
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class RenderTranslucentPass
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{
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@ -40,6 +40,6 @@ namespace swrenderer
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static void CollectPortals();
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static void DrawMaskedSingle(bool renew);
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static TArray<drawseg_t *> portaldrawsegs;
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static TArray<DrawSegment *> portaldrawsegs;
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};
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}
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@ -45,9 +45,9 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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drawseg_t *firstdrawseg;
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drawseg_t *ds_p;
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drawseg_t *drawsegs;
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DrawSegment *firstdrawseg;
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DrawSegment *ds_p;
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DrawSegment *drawsegs;
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size_t FirstInterestingDrawseg;
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TArray<size_t> InterestingDrawsegs;
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@ -87,20 +87,20 @@ namespace swrenderer
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if (drawsegs == nullptr)
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{
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MaxDrawSegs = 256; // [RH] Default. Increased as needed.
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firstdrawseg = drawsegs = (drawseg_t *)M_Malloc (MaxDrawSegs * sizeof(drawseg_t));
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firstdrawseg = drawsegs = (DrawSegment *)M_Malloc (MaxDrawSegs * sizeof(DrawSegment));
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}
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FirstInterestingDrawseg = 0;
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InterestingDrawsegs.Clear ();
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ds_p = drawsegs;
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}
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drawseg_t *R_AddDrawSegment()
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DrawSegment *R_AddDrawSegment()
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{
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if (ds_p == &drawsegs[MaxDrawSegs])
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{ // [RH] Grab some more drawsegs
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size_t newdrawsegs = MaxDrawSegs ? MaxDrawSegs * 2 : 32;
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ptrdiff_t firstofs = firstdrawseg - drawsegs;
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drawsegs = (drawseg_t *)M_Realloc(drawsegs, newdrawsegs * sizeof(drawseg_t));
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drawsegs = (DrawSegment *)M_Realloc(drawsegs, newdrawsegs * sizeof(DrawSegment));
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firstdrawseg = drawsegs + firstofs;
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ds_p = drawsegs + MaxDrawSegs;
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MaxDrawSegs = newdrawsegs;
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@ -131,7 +131,7 @@ namespace swrenderer
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}
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}
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void R_GetMaskedWallTopBottom(drawseg_t *ds, double &top, double &bot)
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void R_GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot)
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{
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double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
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double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
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@ -151,7 +151,7 @@ namespace swrenderer
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}
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}
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void R_RenderMaskedSegRange(drawseg_t *ds, int x1, int x2)
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void R_RenderMaskedSegRange(DrawSegment *ds, int x1, int x2)
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{
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float *MaskedSWall = nullptr, MaskedScaleY = 0, rw_scalestep = 0;
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fixed_t *maskedtexturecol = nullptr;
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@ -478,7 +478,7 @@ namespace swrenderer
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}
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// kg3D - render one fake wall
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void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap)
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void R_RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap)
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{
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int i;
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double xscale;
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@ -585,7 +585,7 @@ namespace swrenderer
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}
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// kg3D - walls of fake floors
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void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2, int wallshade)
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void R_RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade)
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{
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FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
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int i, j;
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@ -17,7 +17,7 @@
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namespace swrenderer
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{
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struct drawseg_t
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struct DrawSegment
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{
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seg_t *curline;
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float light, lightstep;
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@ -47,9 +47,9 @@ namespace swrenderer
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int CurrentPortalUniq; // [ZZ] to identify the portal that this drawseg is in. used for sprite clipping.
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};
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extern drawseg_t *firstdrawseg;
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extern drawseg_t *ds_p;
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extern drawseg_t *drawsegs;
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extern DrawSegment *firstdrawseg;
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extern DrawSegment *ds_p;
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extern DrawSegment *drawsegs;
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extern TArray<size_t> InterestingDrawsegs; // drawsegs that have something drawn on them
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extern size_t FirstInterestingDrawseg;
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@ -57,10 +57,10 @@ namespace swrenderer
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void R_ClearDrawSegs();
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void R_FreeDrawSegs();
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drawseg_t *R_AddDrawSegment();
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DrawSegment *R_AddDrawSegment();
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void ClipMidtex(int x1, int x2);
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void R_RenderMaskedSegRange(drawseg_t *ds, int x1, int x2);
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void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap);
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void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2, int wallshade);
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void R_GetMaskedWallTopBottom(drawseg_t *ds, double &top, double &bot);
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void R_RenderMaskedSegRange(DrawSegment *ds, int x1, int x2);
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void R_RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap);
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void R_RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade);
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void R_GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
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}
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@ -47,7 +47,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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void RenderDecal::RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom)
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void RenderDecal::RenderDecals(side_t *sidedef, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom)
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{
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for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
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{
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@ -59,7 +59,7 @@ namespace swrenderer
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// = 1: drawing masked textures (including sprites)
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// Currently, only pass = 0 is done or used
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void RenderDecal::Render(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, int pass)
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void RenderDecal::Render(side_t *wall, DBaseDecal *decal, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, int pass)
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{
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DVector2 decal_left, decal_right, decal_pos;
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int x1, x2;
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@ -18,16 +18,16 @@ class DBaseDecal;
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namespace swrenderer
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{
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struct drawseg_t;
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struct DrawSegment;
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class ProjectedWallTexcoords;
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class RenderDecal
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{
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public:
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static void RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom);
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static void RenderDecals(side_t *wall, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom);
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private:
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static void Render(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, int pass);
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static void Render(side_t *wall, DBaseDecal *first, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, int pass);
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static void DrawColumn(int x, FTexture *WallSpriteTile, const ProjectedWallTexcoords &walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip);
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};
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}
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@ -263,7 +263,7 @@ namespace swrenderer
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// particle is drawn, it will be in front of them.
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for (unsigned int p = InterestingDrawsegs.Size(); p-- > FirstInterestingDrawseg; )
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{
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drawseg_t *ds = &drawsegs[InterestingDrawsegs[p]];
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DrawSegment *ds = &drawsegs[InterestingDrawsegs[p]];
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// kg3D - no fake segs
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if (ds->fake) continue;
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if (ds->x1 >= x2 || ds->x2 <= x1)
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@ -46,7 +46,7 @@ namespace swrenderer
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VisibleSprite *spr = this;
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drawseg_t *ds;
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DrawSegment *ds;
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int i;
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int x1, x2;
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int r1, r2;
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@ -15,7 +15,7 @@
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namespace swrenderer
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{
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struct drawseg_t;
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struct DrawSegment;
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class VisibleSprite;
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class VisibleSpriteList
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