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