mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 12:51:27 +00:00
123 lines
3.5 KiB
C++
123 lines
3.5 KiB
C++
// 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 <stddef.h>
|
|
#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 float
|
|
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<size_t> 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
|