qzdoom/src/swrenderer/line/r_line.h

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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);
};
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extern seg_t *curline;
extern side_t *sidedef;
extern line_t *linedef;
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extern FWallCoords WallC;
extern FWallTmapVals WallT;
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extern double rw_backcz1;
extern double rw_backcz2;
extern double rw_backfz1;
extern double rw_backfz2;
extern double rw_frontcz1;
extern double rw_frontcz2;
extern double rw_frontfz1;
extern double rw_frontfz2;
extern fixed_t rw_offset_top;
extern fixed_t rw_offset_mid;
extern fixed_t rw_offset_bottom;
extern int rw_ceilstat, rw_floorstat;
extern bool rw_mustmarkfloor, rw_mustmarkceiling;
extern bool rw_prepped;
extern bool rw_markportal;
extern bool rw_havehigh;
extern bool rw_havelow;
extern float rw_light;
extern float rw_lightstep;
extern float rw_lightleft;
extern fixed_t rw_offset;
extern double rw_midtexturemid;
extern double rw_toptexturemid;
extern double rw_bottomtexturemid;
extern double rw_midtexturescalex;
extern double rw_midtexturescaley;
extern double rw_toptexturescalex;
extern double rw_toptexturescaley;
extern double rw_bottomtexturescalex;
extern double rw_bottomtexturescaley;
extern FTexture *rw_pic;
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}