qzdoom/src/swrenderer/line/r_line.h

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//
// 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.
//
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#pragma once
#include "vectors.h"
#include "r_wallsetup.h"
#include "swrenderer/segments/r_clipsegment.h"
struct seg_t;
struct subsector_t;
struct sector_t;
struct side_t;
struct line_t;
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struct FDynamicColormap;
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namespace swrenderer
{
class RenderThread;
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struct VisiblePlane;
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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(RenderThread *thread, const DVector2 &pt1, const DVector2 &pt2, double too_close);
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};
struct FWallTmapVals
{
float UoverZorg, UoverZstep;
float InvZorg, InvZstep;
void InitFromWallCoords(RenderThread *thread, const FWallCoords *wallc);
void InitFromLine(RenderThread *thread, const DVector2 &left, const DVector2 &right);
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};
class SWRenderLine : VisibleSegmentRenderer
{
public:
SWRenderLine(RenderThread *thread);
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void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, VisiblePlane *floorplane, VisiblePlane *ceilingplane, bool foggy, FDynamicColormap *basecolormap);
RenderThread *Thread = nullptr;
private:
bool RenderWallSegment(int x1, int x2) override;
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void SetWallVariables(bool needlights);
void RenderWallSegmentTextures(int x1, int x2);
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bool IsFogBoundary(sector_t *front, sector_t *back) const;
bool SkyboxCompare(sector_t *frontsector, sector_t *backsector) const;
bool IsInvisibleLine() const;
bool IsDoorClosed() const;
bool IsSolid() const;
bool ShouldMarkFloor() const;
bool ShouldMarkCeiling() const;
bool ShouldMarkPortal() const;
// Line variables:
subsector_t *mSubsector;
sector_t *mFrontSector;
sector_t *mBackSector;
VisiblePlane *mFloorPlane;
VisiblePlane *mCeilingPlane;
seg_t *mLineSegment;
double mBackCeilingZ1;
double mBackCeilingZ2;
double mBackFloorZ1;
double mBackFloorZ2;
double mFrontCeilingZ1;
double mFrontCeilingZ2;
double mFrontFloorZ1;
double mFrontFloorZ2;
bool mDoorClosed;
FWallCoords WallC;
FWallTmapVals WallT;
bool foggy;
FDynamicColormap *basecolormap;
// Wall segment variables:
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
bool rw_prepped;
int wallshade;
float rw_light;
float rw_lightstep;
float rw_lightleft;
double lwallscale;
fixed_t rw_offset;
double rw_midtexturemid;
double rw_toptexturemid;
double rw_bottomtexturemid;
double rw_midtexturescalex;
double rw_midtexturescaley;
double rw_toptexturescalex;
double rw_toptexturescaley;
double rw_bottomtexturescalex;
double rw_bottomtexturescaley;
bool markfloor; // False if the back side is the same plane.
bool markceiling;
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
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ProjectedWallCull mCeilingClipped;
ProjectedWallCull mFloorClipped;
ProjectedWallLine walltop;
ProjectedWallLine wallbottom;
ProjectedWallLine wallupper;
ProjectedWallLine walllower;
ProjectedWallTexcoords walltexcoords;
sector_t tempsec; // killough 3/8/98: ceiling/water hack
};
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}