raze-gles/source/core/rendering/scene/hw_bunchdrawer.h
Christoph Oelckers 80e5cd0dc5 - fixed some automap issues:
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00

56 lines
1.2 KiB
C++

#pragma once
#include "tarray.h"
#include "basics.h"
struct HWDrawInfo;
class Clipper;
struct FBunch
{
int sectnum;
int startline;
int endline;
binangle startangle; // in pseudo angles for the clipper
binangle endangle;
};
class BunchDrawer
{
HWDrawInfo *di;
Clipper *clipper;
int LastBunch;
int StartTime;
TArray<FBunch> Bunches;
TArray<int> CompareData;
double viewx, viewy;
vec2_t iview;
float gcosang, gsinang;
FixedBitArray<MAXSECTORS> gotsector;
private:
enum
{
CL_Skip = 0,
CL_Draw = 1,
CL_Pass = 2,
};
void StartScene();
void StartBunch(int sectnum, int linenum, binangle startan, binangle endan);
void AddLineToBunch(int line, binangle newan);
void DeleteBunch(int index);
bool CheckClip(walltype* wal);
int ClipLine(int line);
void ProcessBunch(int bnch);
int WallInFront(int wall1, int wall2);
int BunchInFront(FBunch* b1, FBunch* b2);
int FindClosestBunch();
void ProcessSector(int sectnum);
public:
void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view);
void RenderScene(const int* viewsectors, unsigned sectcount);
const FixedBitArray<MAXSECTORS>& GotSector() const { return gotsector; }
};