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69 lines
2 KiB
C++
69 lines
2 KiB
C++
#pragma once
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#include "r_defs.h"
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#include "m_fixed.h"
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#include "gl_clipper.h"
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#include "gl_portal.h"
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class GLSceneDrawer
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{
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fixed_t viewx, viewy; // since the nodes are still fixed point, keeping the view position also fixed point for node traversal is faster.
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subsector_t *currentsubsector; // used by the line processing code.
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sector_t *currentsector;
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void RenderMultipassStuff();
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void UnclipSubsector(subsector_t *sub);
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void AddLine (seg_t *seg, bool portalclip);
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void PolySubsector(subsector_t * sub);
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void RenderPolyBSPNode (void *node);
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void AddPolyobjs(subsector_t *sub);
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void AddLines(subsector_t * sub, sector_t * sector);
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void AddSpecialPortalLines(subsector_t * sub, sector_t * sector, line_t *line);
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void RenderThings(subsector_t * sub, sector_t * sector);
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void DoSubsector(subsector_t * sub);
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void RenderBSPNode(void *node);
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void RenderScene(int recursion);
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void RenderTranslucent();
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void CreateScene();
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public:
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GLSceneDrawer()
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{
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GLPortal::drawer = this;
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}
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Clipper clipper;
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angle_t FrustumAngle();
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void SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror);
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void SetViewArea();
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void SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror);
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void SetViewAngle(DAngle viewangle);
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void SetProjection(VSMatrix matrix);
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void Set3DViewport(bool mainview);
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void Reset3DViewport();
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void SetFixedColormap(player_t *player);
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void DrawScene(int drawmode);
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void ProcessScene(bool toscreen = false);
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void DrawBlend(sector_t * viewsector);
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void EndDrawScene(sector_t * viewsector);
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sector_t *RenderViewpoint(AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderView(player_t *player);
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
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void InitClipper(angle_t a1, angle_t a2)
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{
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clipper.SafeAddClipRangeRealAngles(a1, a2);
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}
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void SetView()
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{
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viewx = FLOAT2FIXED(r_viewpoint.Pos.X);
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viewy = FLOAT2FIXED(r_viewpoint.Pos.Y);
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}
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};
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