vkdoom_m/src/rendering/swrenderer/segments/r_drawsegment.h
2019-11-14 02:28:53 +01:00

124 lines
4.2 KiB
C++

//-----------------------------------------------------------------------------
//
// 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<DrawSegmentGroup> 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<DrawSegment *> Segments;
TArray<unsigned int> StartIndices;
TArray<DrawSegment *> TranslucentSegments; // drawsegs that have something drawn on them
TArray<unsigned int> StartTranslucentIndices;
// For building segment groups
short cliptop[MAXWIDTH];
short clipbottom[MAXWIDTH];
};
}