qzdoom/src/r_bsp.h

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// 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"
EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs?
namespace swrenderer
{
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// 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.
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#define TOO_CLOSE_Z (3072.0 / (1<<12))
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struct FWallCoords
{
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FVector2 tleft; // coords at left of wall in view space rx1,ry1
FVector2 tright; // coords at right of wall in view space rx2,ry2
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float sz1, sz2; // depth at left, right of wall in screen space yb1,yb2
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short sx1, sx2; // x coords at left, right of wall in screen space xb1,xb2
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bool Init(const DVector2 &pt1, const DVector2 &pt2, double too_close);
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};
struct FWallTmapVals
{
float UoverZorg, UoverZstep;
float InvZorg, InvZstep;
void InitFromWallCoords(const FWallCoords *wallc);
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void InitFromLine(const DVector2 &left, const DVector2 &right);
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};
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;
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short x1, x2; // Same as sx1 and sx2, but clipped to the drawseg
short sx1, sx2; // left, right of parent seg on screen
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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;
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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
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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);
// 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);
}
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#endif