//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2016 Magnus Norddahl // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- #pragma once #include "swrenderer/line/r_line.h" namespace swrenderer { struct DrawSegment { seg_t *curline; float light, lightstep; float iscale, iscalestep; short x1, x2; // Same as sx1 and sx2, but clipped to the drawseg short sx1, sx2; // left, right of parent seg on screen 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; uint8_t silhouette = 0; // 0=none, 1=bottom, 2=top, 3=both bool bFogBoundary = false; int shade = 0; bool foggy = false; // Pointers to lists for sprite clipping, all three adjusted so [x1] is first value. short *sprtopclip = nullptr; short *sprbottomclip = nullptr; fixed_t *maskedtexturecol = nullptr; float *swall = nullptr; short *bkup = nullptr; // sprtopclip backup, for mid and fake textures bool sprclipped = false; // True if draw segment was used for clipping sprites FWallTmapVals tmapvals; int CurrentPortalUniq = 0; // [ZZ] to identify the portal that this drawseg is in. used for sprite clipping. bool Has3DFloorWalls() const { return b3DFloorBoundary != 0; } bool Has3DFloorFrontSectorWalls() const { return (b3DFloorBoundary & 2) == 2; } bool Has3DFloorBackSectorWalls() const { return (b3DFloorBoundary & 1) == 1; } bool Has3DFloorMidTexture() const { return (b3DFloorBoundary & 4) == 4; } void SetHas3DFloorFrontSectorWalls() { b3DFloorBoundary |= 2; } void SetHas3DFloorBackSectorWalls() { b3DFloorBoundary |= 1; } void SetHas3DFloorMidTexture() { b3DFloorBoundary |= 4; } private: uint8_t b3DFloorBoundary = 0; // 1=backsector, 2=frontsector, 4=midtexture }; struct DrawSegmentGroup { short x1, x2; float neardepth, fardepth; short *sprtopclip; short *sprbottomclip; unsigned int BeginIndex; unsigned int EndIndex; }; class DrawSegmentList { public: DrawSegmentList(RenderThread *thread); TArray SegmentGroups; unsigned int SegmentsCount() const { return Segments.Size() - StartIndices.Last(); } DrawSegment *Segment(unsigned int index) const { return Segments[Segments.Size() - 1 - index]; } unsigned int TranslucentSegmentsCount() const { return TranslucentSegments.Size() - StartTranslucentIndices.Last(); } DrawSegment *TranslucentSegment(unsigned int index) const { return TranslucentSegments[TranslucentSegments.Size() - 1 - index]; } void Clear(); void PushPortal(); void PopPortal(); void Push(DrawSegment *segment); void PushTranslucent(DrawSegment *segment); void BuildSegmentGroups(); RenderThread *Thread = nullptr; private: TArray Segments; TArray StartIndices; TArray TranslucentSegments; // drawsegs that have something drawn on them TArray StartTranslucentIndices; // For building segment groups short cliptop[MAXWIDTH]; short clipbottom[MAXWIDTH]; }; }