// // 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. // #pragma once #include "vectors.h" struct seg_t; struct subsector_t; struct sector_t; struct side_t; struct line_t; struct FDynamicColormap; namespace swrenderer { struct VisiblePlane; 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: void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, VisiblePlane *floorplane, VisiblePlane *ceilingplane, bool foggy, FDynamicColormap *basecolormap); private: bool RenderWallSegment(int x1, int x2); void SetWallVariables(bool needlights); void RenderWallSegmentTextures(int x1, int x2); 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; VisiblePlane *floorplane; VisiblePlane *ceilingplane; 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; bool foggy; FDynamicColormap *basecolormap; }; }