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32e1f07b60
This eliminates the last small remnants of texture twitching in SW as well.
62 lines
1.4 KiB
C++
62 lines
1.4 KiB
C++
#pragma once
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#include "build.h"
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enum ESectionFlag
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{
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Unclosed = 1, // at least one unclosed loop
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Dumped = 2, // builder was unable to properly construct, so content may not be usable for triangulator.
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BadWinding = 4,
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};
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struct SectionLine
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{
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int section;
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int partnersection;
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int startpoint;
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int endpoint;
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int wall;
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int partner;
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DVector2 v1() const { return ::wall[startpoint].pos; }
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DVector2 v2() const { return ::wall[endpoint].pos; }
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walltype* wallp() const { return &::wall[wall]; }
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SectionLine* partnerLine() const;
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};
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extern TArray<SectionLine> sectionLines;
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inline SectionLine* SectionLine::partnerLine() const
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{
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return partner == -1 ? nullptr : §ionLines[partner];
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}
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struct Section2Loop
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{
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TArrayView<int> walls;
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};
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struct Section
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{
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uint8_t flags;
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uint8_t dirty;
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uint8_t geomflags;
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unsigned index;
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int sector;
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// this uses a memory arena for storage, so use TArrayView instead of TArray
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TArrayView<int> lines;
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TArrayView<Section2Loop> loops;
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};
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extern TArray<Section> sections;
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extern TArrayView<TArrayView<int>> sectionsPerSector;
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void hw_CreateSections();
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using Outline = TArray<TArray<DVector2>>;
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using Point = std::pair<float, float>;
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using FOutline = std::vector<std::vector<Point>>; // Data type was chosen so it can be passed directly into Earcut.
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Outline BuildOutline(Section* section);
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void hw_SetSplitSector(int sector, int startpos, int endpos);
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void hw_ClearSplitSector();
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