raze/source/core/rendering/scene/hw_bunchdrawer.h

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#pragma once
#include "tarray.h"
#include "basics.h"
struct HWDrawInfo;
class Clipper;
struct FBunch
{
int sectnum;
int startline;
int endline;
bool portal;
binangle startangle;
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;
FixedBitArray<MAXSECTORS> gotsector2;
FixedBitArray<MAXWALLS> gotwall;
binangle ang1, ang2;
private:
enum
{
CL_Skip = 0,
CL_Draw = 1,
CL_Pass = 2,
};
void StartScene();
bool StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal);
bool AddLineToBunch(int line, binangle newan);
void DeleteBunch(int index);
bool CheckClip(walltype* wal);
int ClipLine(int line, bool portal);
void ProcessBunch(int bnch);
int WallInFront(int wall1, int wall2);
int BunchInFront(FBunch* b1, FBunch* b2);
int FindClosestBunch();
void ProcessSector(int sectnum, bool portal);
public:
void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view, binangle a1, binangle a2);
void RenderScene(const int* viewsectors, unsigned sectcount, bool portal);
const FixedBitArray<MAXSECTORS>& GotSector() const { return gotsector; }
};