raze/source/core/rendering/hw_sections2.h

42 lines
1 KiB
C
Raw Normal View History

2021-12-08 18:17:45 +00:00
struct Section2;
2021-12-09 19:44:04 +00:00
enum ESEctionFlag
{
Unclosed = 1, // at least one unclosed loop
Dumped = 2, // builder was unable to properly construct, so content may not be usable for triangulator.
BadWinding = 4,
};
2021-12-08 18:17:45 +00:00
struct Section2Wall
{
// references to game data
2021-12-09 19:44:04 +00:00
vec2_t* v1; // points to start vertex in wall[]
vec2_t* v2; // points to end vertex in wall[]
2021-12-08 18:17:45 +00:00
walltype* wall; // points to the actual wall this belongs to - this is NOT necessarily the same as v1 and can be null.
// references to section data
Section2Wall* backside; // points to this wall's back side
Section2* frontsection;
Section2* backsection; // if this is null the wall is one-sided
};
2021-12-09 19:44:04 +00:00
struct Section2Loop
2021-12-08 18:17:45 +00:00
{
TArrayView<Section2Wall*> walls;
};
struct Section2
{
2021-12-09 19:44:04 +00:00
int flags;
int index;
2021-12-08 18:17:45 +00:00
sectortype* sector;
// this uses a memory arena for storage, so use TArrayView instead of TArray
TArrayView<Section2Wall*> walls;
2021-12-09 19:44:04 +00:00
TArrayView<Section2Loop> loops;
2021-12-08 18:17:45 +00:00
};
2021-12-09 19:44:04 +00:00
extern TArray<Section2*> sections2;
extern TArrayView<TArrayView<Section2*>> sections2PerSector;
2021-12-08 18:17:45 +00:00
void hw_CreateSections2();