2017-04-17 10:27:19 +00:00
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//-----------------------------------------------------------------------------
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2017-01-26 07:13:39 +00:00
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//
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2017-04-17 10:27:19 +00:00
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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2017-01-26 07:13:39 +00:00
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//
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2017-04-17 10:27:19 +00:00
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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2017-01-26 07:13:39 +00:00
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//
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2017-04-17 10:27:19 +00:00
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// This program is distributed in the hope that it will be useful,
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2017-01-26 07:13:39 +00:00
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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2017-04-17 10:27:19 +00:00
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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2017-01-26 07:13:39 +00:00
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//
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#pragma once
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#include "swrenderer/segments/r_drawsegment.h"
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namespace swrenderer
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{
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2017-02-03 23:25:37 +00:00
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class RenderThread;
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2017-01-26 07:13:39 +00:00
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class RenderDrawSegment
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{
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public:
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2017-02-03 23:25:37 +00:00
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RenderDrawSegment(RenderThread *thread);
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2017-01-26 07:13:39 +00:00
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void Render(DrawSegment *ds, int x1, int x2);
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2017-02-03 23:25:37 +00:00
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RenderThread *Thread = nullptr;
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2017-01-26 07:13:39 +00:00
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private:
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2018-03-08 00:28:23 +00:00
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bool RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int wallshade);
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2017-01-26 07:13:39 +00:00
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void ClipMidtex(int x1, int x2);
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void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap);
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void RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade);
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void GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
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sector_t *frontsector = nullptr;
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sector_t *backsector = nullptr;
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seg_t *curline = nullptr;
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FWallCoords WallC;
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FWallTmapVals WallT;
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float rw_light = 0.0f;
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float rw_lightstep = 0.0f;
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fixed_t rw_offset = 0;
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FTexture *rw_pic = nullptr;
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ProjectedWallLine wallupper;
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ProjectedWallLine walllower;
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};
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}
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