mirror of
https://github.com/ZDoom/raze-gles.git
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3d6ae40bc0
This simplifies the debugging of this code a lot because we no longer have to deal with range overflows and can do direct comparisons everywhere.
64 lines
1.6 KiB
C++
64 lines
1.6 KiB
C++
#pragma once
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#include "tarray.h"
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#include "basics.h"
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struct HWDrawInfo;
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class Clipper;
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struct FBunch
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{
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int sectnum;
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int startline;
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int endline;
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bool portal;
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binangle startangle;
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binangle endangle;
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};
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class BunchDrawer
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{
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HWDrawInfo *di;
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Clipper *clipper;
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int LastBunch;
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int StartTime;
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TArray<FBunch> Bunches;
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TArray<int> CompareData;
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double viewx, viewy;
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vec2_t iview;
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float gcosang, gsinang;
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FixedBitArray<MAXSECTORS> gotsector;
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FixedBitArray<MAXSECTORS*5/4> gotsection2;
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FixedBitArray<MAXWALLS> gotwall;
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FixedBitArray<MAXWALLS> blockwall;
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binangle ang1, ang2, angrange;
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int sectionstartang[MAXSECTORS*5/4], sectionendang[MAXSECTORS*5/4];
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private:
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enum
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{
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CL_Skip = 0,
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CL_Draw = 1,
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CL_Pass = 2,
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};
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binangle ClipAngle(int wal) { return wall[wal].clipangle - ang1; }
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void StartScene();
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bool StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal);
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bool AddLineToBunch(int line, binangle newan);
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void DeleteBunch(int index);
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bool CheckClip(walltype* wal);
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int ClipLine(int line, bool portal);
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void ProcessBunch(int bnch);
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int WallInFront(int wall1, int wall2);
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int BunchInFront(FBunch* b1, FBunch* b2);
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int FindClosestBunch();
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void ProcessSection(int sectnum, bool portal);
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public:
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void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view, binangle a1, binangle a2);
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void RenderScene(const int* viewsectors, unsigned sectcount, bool portal);
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const FixedBitArray<MAXSECTORS>& GotSector() const { return gotsector; }
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};
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