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https://github.com/ZDoom/qzdoom-gpl.git
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dbb05c5f33
- make matrix class single precision.
279 lines
No EOL
6.9 KiB
C++
279 lines
No EOL
6.9 KiB
C++
#ifndef __GL_DRAWINFO_H
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#define __GL_DRAWINFO_H
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#include "gl/scene/gl_wall.h"
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enum GLDrawItemType
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{
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GLDIT_WALL,
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GLDIT_FLAT,
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GLDIT_SPRITE,
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GLDIT_POLY,
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};
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enum DrawListType
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{
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// These are organized so that the various multipass rendering modes
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// have to be set as few times as possible
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GLDL_LIGHT,
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GLDL_LIGHTBRIGHT,
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GLDL_LIGHTMASKED,
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GLDL_LIGHTFOG,
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GLDL_LIGHTFOGMASKED,
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GLDL_PLAIN,
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GLDL_MASKED,
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GLDL_FOG,
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GLDL_FOGMASKED,
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GLDL_TRANSLUCENT,
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GLDL_TRANSLUCENTBORDER,
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GLDL_TYPES,
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GLDL_FIRSTLIGHT = GLDL_LIGHT,
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GLDL_LASTLIGHT = GLDL_LIGHTFOGMASKED,
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GLDL_FIRSTNOLIGHT = GLDL_PLAIN,
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GLDL_LASTNOLIGHT = GLDL_FOGMASKED,
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};
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enum Drawpasses
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{
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GLPASS_BASE, // Draws the untextured surface only
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GLPASS_BASE_MASKED, // Draws an untextured surface that is masked by the texture
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GLPASS_PLAIN, // Draws a texture that isn't affected by dynamic lights with sector light settings
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GLPASS_LIGHT, // Draws dynamic lights
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GLPASS_LIGHT_ADDITIVE, // Draws additive dynamic lights
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GLPASS_TEXTURE, // Draws the texture to be modulated with the light information on the base surface
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GLPASS_DECALS, // Draws a decal
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GLPASS_DECALS_NOFOG,// Draws a decal without setting the fog (used for passes that need a fog layer)
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GLPASS_TRANSLUCENT, // Draws translucent objects
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GLPASS_ALL // Everything at once, using shaders for dynamic lights
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};
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//==========================================================================
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//
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// Intermediate struct to link one draw item into a draw list
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//
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// unfortunately this struct must not contain pointers because
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// the arrays may be reallocated!
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//
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//==========================================================================
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struct GLDrawItem
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{
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GLDrawItemType rendertype;
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int index;
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GLDrawItem(GLDrawItemType _rendertype,int _index) : rendertype(_rendertype),index(_index) {}
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};
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struct SortNode
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{
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int itemindex;
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SortNode * parent;
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SortNode * next; // unsorted successor
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SortNode * left; // left side of this node
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SortNode * equal; // equal to this node
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SortNode * right; // right side of this node
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void UnlinkFromChain();
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void Link(SortNode * hook);
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void AddToEqual(SortNode * newnode);
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void AddToLeft (SortNode * newnode);
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void AddToRight(SortNode * newnode);
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};
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//==========================================================================
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//
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// One draw list. This contains all info for one type of rendering data
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//
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//==========================================================================
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struct GLDrawList
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{
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//private:
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TArray<GLWall> walls;
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TArray<GLFlat> flats;
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TArray<GLSprite> sprites;
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TArray<GLDrawItem> drawitems;
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int SortNodeStart;
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SortNode * sorted;
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public:
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GLDrawList()
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{
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next=NULL;
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SortNodeStart=-1;
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sorted=NULL;
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}
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~GLDrawList()
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{
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Reset();
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}
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void AddWall(GLWall * wall);
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void AddFlat(GLFlat * flat);
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void AddSprite(GLSprite * sprite);
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void Reset();
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void Sort();
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void MakeSortList();
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SortNode * FindSortPlane(SortNode * head);
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SortNode * FindSortWall(SortNode * head);
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void SortPlaneIntoPlane(SortNode * head,SortNode * sort);
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void SortWallIntoPlane(SortNode * head,SortNode * sort);
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void SortSpriteIntoPlane(SortNode * head,SortNode * sort);
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void SortWallIntoWall(SortNode * head,SortNode * sort);
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void SortSpriteIntoWall(SortNode * head,SortNode * sort);
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int CompareSprites(SortNode * a,SortNode * b);
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SortNode * SortSpriteList(SortNode * head);
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SortNode * DoSort(SortNode * head);
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void DoDraw(int pass, int index);
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void DoDrawSorted(SortNode * node);
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void DrawSorted();
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void Draw(int pass);
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GLDrawList * next;
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} ;
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//==========================================================================
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//
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// these are used to link faked planes due to missing textures to a sector
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//
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//==========================================================================
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struct gl_subsectorrendernode
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{
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gl_subsectorrendernode * next;
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subsector_t * sub;
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};
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struct FDrawInfo
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{
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struct wallseg
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{
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float x1, y1, z1, x2, y2, z2;
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};
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bool temporary;
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struct MissingTextureInfo
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{
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seg_t * seg;
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subsector_t * sub;
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fixed_t planez;
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fixed_t planezfront;
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};
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struct MissingSegInfo
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{
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seg_t * seg;
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int MTI_Index; // tells us which MissingTextureInfo represents this seg.
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};
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struct SubsectorHackInfo
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{
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subsector_t * sub;
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BYTE flags;
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};
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TArray<BYTE> sectorrenderflags;
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TArray<BYTE> ss_renderflags;
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TArray<BYTE> no_renderflags;
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TArray<MissingTextureInfo> MissingUpperTextures;
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TArray<MissingTextureInfo> MissingLowerTextures;
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TArray<MissingSegInfo> MissingUpperSegs;
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TArray<MissingSegInfo> MissingLowerSegs;
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TArray<SubsectorHackInfo> SubsectorHacks;
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TArray<gl_subsectorrendernode*> otherfloorplanes;
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TArray<gl_subsectorrendernode*> otherceilingplanes;
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TArray<sector_t *> CeilingStacks;
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TArray<sector_t *> FloorStacks;
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TArray<subsector_t *> HandledSubsectors;
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FDrawInfo * next;
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GLDrawList drawlists[GLDL_TYPES];
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FDrawInfo();
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~FDrawInfo();
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void ClearBuffers();
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bool DoOneSectorUpper(subsector_t * subsec, fixed_t planez);
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bool DoOneSectorLower(subsector_t * subsec, fixed_t planez);
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bool DoFakeBridge(subsector_t * subsec, fixed_t planez);
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bool DoFakeCeilingBridge(subsector_t * subsec, fixed_t planez);
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bool CheckAnchorFloor(subsector_t * sub);
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bool CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor);
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bool CheckAnchorCeiling(subsector_t * sub);
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bool CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor);
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void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor);
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void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor);
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void AddUpperMissingTexture(side_t * side, subsector_t *sub, fixed_t backheight);
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void AddLowerMissingTexture(side_t * side, subsector_t *sub, fixed_t backheight);
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void HandleMissingTextures();
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void DrawUnhandledMissingTextures();
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void AddHackedSubsector(subsector_t * sub);
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void HandleHackedSubsectors();
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void AddFloorStack(sector_t * sec);
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void AddCeilingStack(sector_t * sec);
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void ProcessSectorStacks();
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void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node);
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void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node);
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void StartScene();
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void SetupFloodStencil(wallseg * ws);
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void ClearFloodStencil(wallseg * ws);
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void DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling);
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void FloodUpperGap(seg_t * seg);
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void FloodLowerGap(seg_t * seg);
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static void StartDrawInfo();
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static void EndDrawInfo();
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gl_subsectorrendernode * GetOtherFloorPlanes(unsigned int sector)
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{
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if (sector<otherfloorplanes.Size()) return otherfloorplanes[sector];
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else return NULL;
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}
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gl_subsectorrendernode * GetOtherCeilingPlanes(unsigned int sector)
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{
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if (sector<otherceilingplanes.Size()) return otherceilingplanes[sector];
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else return NULL;
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}
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};
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class FDrawInfoList
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{
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TDeletingArray<FDrawInfo *> mList;
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public:
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FDrawInfo *GetNew();
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void Release(FDrawInfo *);
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};
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extern FDrawInfo * gl_drawinfo;
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void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture);
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void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending);
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#endif |