2017-01-01 09:28:35 +00:00
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#pragma once
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namespace swrenderer
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{
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struct FWallCoords
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{
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FVector2 tleft; // coords at left of wall in view space rx1,ry1
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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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};
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struct FWallTmapVals
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{
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float UoverZorg, UoverZstep;
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float InvZorg, InvZstep;
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void InitFromWallCoords(const FWallCoords *wallc);
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void InitFromLine(const DVector2 &left, const DVector2 &right);
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};
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2017-01-02 02:46:48 +00:00
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extern seg_t *curline;
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extern side_t *sidedef;
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extern line_t *linedef;
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2017-01-01 09:28:35 +00:00
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extern FWallCoords WallC;
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extern FWallTmapVals WallT;
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2017-01-02 02:12:51 +00:00
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extern double rw_backcz1;
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extern double rw_backcz2;
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extern double rw_backfz1;
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extern double rw_backfz2;
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extern double rw_frontcz1;
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extern double rw_frontcz2;
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extern double rw_frontfz1;
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extern double rw_frontfz2;
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extern fixed_t rw_offset_top;
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extern fixed_t rw_offset_mid;
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extern fixed_t rw_offset_bottom;
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extern int rw_ceilstat, rw_floorstat;
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extern bool rw_mustmarkfloor, rw_mustmarkceiling;
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extern bool rw_prepped;
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extern bool rw_markportal;
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extern bool rw_havehigh;
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extern bool rw_havelow;
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extern float rw_light;
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extern float rw_lightstep;
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extern float rw_lightleft;
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extern fixed_t rw_offset;
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extern double rw_midtexturemid;
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extern double rw_toptexturemid;
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extern double rw_bottomtexturemid;
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extern double rw_midtexturescalex;
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extern double rw_midtexturescaley;
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extern double rw_toptexturescalex;
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extern double rw_toptexturescaley;
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extern double rw_bottomtexturescalex;
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extern double rw_bottomtexturescaley;
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extern FTexture *rw_pic;
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2017-01-01 09:28:35 +00:00
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}
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