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
namespace swrenderer
{
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);
};
class SWRenderLine
{
public:
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void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector);
private:
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bool RenderWallSegment(int x1, int x2);
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;
subsector_t *InSubsector;
sector_t *frontsector;
sector_t *backsector;
seg_t *curline;
side_t *sidedef;
line_t *linedef;
FWallCoords WallC;
FWallTmapVals WallT;
double rw_backcz1;
double rw_backcz2;
double rw_backfz1;
double rw_backfz2;
double rw_frontcz1;
double rw_frontcz2;
double rw_frontfz1;
double rw_frontfz2;
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markportal;
bool rw_havehigh;
bool rw_havelow;
float rw_light;
float rw_lightstep;
float rw_lightleft;
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;
FTexture *rw_pic;
bool doorclosed;
int wallshade;
bool markfloor; // False if the back side is the same plane.
bool markceiling;
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
};
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}