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https://github.com/ZDoom/Raze.git
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b492cbcebb
It renders walls, but y-panning is still broken.
159 lines
3.1 KiB
C++
159 lines
3.1 KiB
C++
#ifndef __GL_CLIPPER
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#define __GL_CLIPPER
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#include "xs_Float.h"
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#include "memarena.h"
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#include "basics.h"
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#include "vectors.h"
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class ClipNode
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{
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friend class Clipper;
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ClipNode *prev, *next;
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angle_t start, end;
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bool operator== (const ClipNode &other)
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{
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return other.start == start && other.end == end;
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}
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};
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class Clipper
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{
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static unsigned starttime;
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FMemArena nodearena;
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ClipNode * freelist = nullptr;
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ClipNode * clipnodes = nullptr;
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ClipNode * cliphead = nullptr;
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ClipNode * silhouette = nullptr; // will be preserved even when RemoveClipRange is called
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DVector2 viewpoint;
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bool blocked = false;
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bool IsRangeVisible(angle_t startangle, angle_t endangle);
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void RemoveRange(ClipNode * cn);
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void AddClipRange(angle_t startangle, angle_t endangle);
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void RemoveClipRange(angle_t startangle, angle_t endangle);
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void DoRemoveClipRange(angle_t start, angle_t end);
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public:
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Clipper();
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void Clear();
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static angle_t AngleToPseudo(angle_t ang);
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void Free(ClipNode *node)
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{
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node->next = freelist;
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freelist = node;
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}
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ClipNode * GetNew()
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{
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if (freelist)
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{
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ClipNode * p = freelist;
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freelist = p->next;
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return p;
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}
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else return (ClipNode*)nodearena.Alloc(sizeof(ClipNode));
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}
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ClipNode * NewRange(angle_t start, angle_t end)
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{
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ClipNode * c = GetNew();
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c->start = start;
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c->end = end;
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c->next = c->prev = NULL;
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return c;
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}
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void SetViewpoint(const DVector2 &vp)
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{
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viewpoint = vp;
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}
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void SetSilhouette();
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bool SafeCheckRange(angle_t startAngle, angle_t endAngle)
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{
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if(startAngle > endAngle)
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{
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return (IsRangeVisible(startAngle, ANGLE_MAX) || IsRangeVisible(0, endAngle));
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}
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return IsRangeVisible(startAngle, endAngle);
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}
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void SafeAddClipRange(angle_t startangle, angle_t endangle)
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{
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if(startangle > endangle)
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{
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// The range has to added in two parts.
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AddClipRange(startangle, ANGLE_MAX);
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AddClipRange(0, endangle);
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}
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else
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{
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// Add the range as usual.
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AddClipRange(startangle, endangle);
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}
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}
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void SafeAddClipRange(const DVector2& v1, const DVector2& v2)
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{
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angle_t a2 = PointToPseudoAngle(v1.X, v1.Y);
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angle_t a1 = PointToPseudoAngle(v2.X, v2.Y);
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SafeAddClipRange(a1,a2);
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}
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void SafeAddClipRangeRealAngles(angle_t startangle, angle_t endangle)
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{
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SafeAddClipRange(AngleToPseudo(startangle), AngleToPseudo(endangle));
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}
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void SafeRemoveClipRange(angle_t startangle, angle_t endangle)
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{
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if(startangle > endangle)
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{
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// The range has to added in two parts.
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RemoveClipRange(startangle, ANGLE_MAX);
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RemoveClipRange(0, endangle);
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}
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else
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{
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// Add the range as usual.
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RemoveClipRange(startangle, endangle);
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}
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}
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void SafeRemoveClipRangeRealAngles(angle_t startangle, angle_t endangle)
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{
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SafeRemoveClipRange(AngleToPseudo(startangle), AngleToPseudo(endangle));
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}
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void SetBlocked(bool on)
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{
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blocked = on;
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}
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bool IsBlocked() const
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{
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return blocked;
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}
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angle_t PointToPseudoAngle(double x, double y);
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inline angle_t GetClipAngle(const DVector2& v)
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{
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return PointToPseudoAngle(v.X, v.Y);
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}
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};
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#endif
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