//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2016 Magnus Norddahl // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- #pragma once #include "swrenderer/line/r_line.h" namespace swrenderer { struct DrawSegmentClipInfo { void SetTopClip(RenderThread* thread, int x1, int x2, const short* ceilingclip); void SetTopClip(RenderThread* thread, int x1, int x2, short value); void SetBottomClip(RenderThread* thread, int x1, int x2, const short* floorclip); void SetBottomClip(RenderThread* thread, int x1, int x2, short value); void SetBackupClip(RenderThread* thread, int x1, int x2, const short* ceilingclip); void SetRangeDrawn(int x1, int x2); void SetRangeUndrawn(int x1, int x2); uint8_t silhouette = 0; // 0=none, 1=bottom, 2=top, 3=both int CurrentPortalUniq = 0; // [ZZ] to identify the portal that this drawseg is in. used for sprite clipping. int SubsectorDepth; // Pointers to lists for sprite clipping, all three adjusted so [x1] is first value. const short* sprtopclip = nullptr; const short* sprbottomclip = nullptr; private: bool sprclipped = false; // True if draw segment was used for clipping sprites const short* bkup = nullptr; }; struct DrawSegment { seg_t *curline; float light, lightstep; short x1, x2; // Same as sx1 and sx2, but clipped to the drawseg FWallCoords WallC; FWallTmapVals tmapvals; ProjectedWallTexcoords texcoords; DrawSegmentClipInfo drawsegclip; bool HasFogBoundary() const { return (flags & 8) != 0; } bool Has3DFloorWalls() const { return (flags & 3) != 0; } bool Has3DFloorFrontSectorWalls() const { return (flags & 2) != 0; } bool Has3DFloorBackSectorWalls() const { return (flags & 1) != 0; } bool HasTranslucentMidTexture() const { return (flags & 4) != 0; } void SetHasFogBoundary() { flags |= 8; } void SetHas3DFloorFrontSectorWalls() { flags |= 2; } void SetHas3DFloorBackSectorWalls() { flags |= 1; } void SetHasTranslucentMidTexture() { flags |= 4; } void ClearFogBoundary() { flags &= ~8; } // Note: this shouldn't be needed as fog boundaries should be able to clip same way as 3dfloor walls private: int flags = 0; // 1=backsector, 2=frontsector, 4=midtexture, 8=fogboundary }; struct DrawSegmentGroup { short x1, x2; float neardepth, fardepth; short *sprtopclip; short *sprbottomclip; unsigned int BeginIndex; unsigned int EndIndex; }; class DrawSegmentList { public: DrawSegmentList(RenderThread *thread); TArray SegmentGroups; unsigned int SegmentsCount() const { return Segments.Size() - StartIndices.Last(); } DrawSegment *Segment(unsigned int index) const { return Segments[Segments.Size() - 1 - index]; } unsigned int TranslucentSegmentsCount() const { return TranslucentSegments.Size() - StartTranslucentIndices.Last(); } DrawSegment *TranslucentSegment(unsigned int index) const { return TranslucentSegments[TranslucentSegments.Size() - 1 - index]; } void Clear(); void PushPortal(); void PopPortal(); void Push(DrawSegment *segment); void PushTranslucent(DrawSegment *segment); void BuildSegmentGroups(); RenderThread *Thread = nullptr; private: TArray Segments; TArray StartIndices; TArray TranslucentSegments; // drawsegs that have something drawn on them TArray StartTranslucentIndices; // For building segment groups short cliptop[MAXWIDTH]; short clipbottom[MAXWIDTH]; }; }