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/src/rendering/swrenderer/line/r_line.h · 3.27 KB

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//-----------------------------------------------------------------------------
//
// 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 "vectors.h"
#include "r_wallsetup.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/scene/r_3dfloors.h"

struct seg_t;
struct subsector_t;
struct sector_t;
struct side_t;
struct line_t;
struct FDynamicColormap;

namespace swrenderer
{
	class RenderThread;
	struct VisiblePlane;

	class SWRenderLine : VisibleSegmentRenderer
	{
	public:
		SWRenderLine(RenderThread *thread);
		void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, VisiblePlane *floorplane, VisiblePlane *ceilingplane, Fake3DOpaque fake3DOpaque);

		RenderThread *Thread = nullptr;

	private:
		bool RenderWallSegment(int x1, int x2) override;
		void SetWallVariables();
		void SetTextures();
		void SetTopTexture();
		void SetMiddleTexture();
		void SetBottomTexture();
		void ClipSegmentTopBottom(int x1, int x2);
		void MarkCeilingPlane(int x1, int x2);
		void MarkFloorPlane(int x1, int x2);
		void Mark3DFloors(int x1, int x2);
		void MarkOpaquePassClip(int x1, int x2);
		void RenderTopTexture(int x1, int x2);
		void RenderMiddleTexture(int x1, int x2);
		void RenderBottomTexture(int x1, int x2);

		bool IsFogBoundary(sector_t *front, sector_t *back) const;
		bool SkyboxCompare(sector_t *frontsector, sector_t *backsector) const;

		bool IsInvisibleLine() const;
		bool IsDoorClosed() const;
		bool IsSolid() const;

		bool ShouldMarkFloor() const;
		bool ShouldMarkCeiling() const;
		bool ShouldMarkPortal() const;

		// Line variables:

		subsector_t *mSubsector;
		sector_t *mFrontSector;
		sector_t *mBackSector;
		VisiblePlane *mFloorPlane;
		VisiblePlane *mCeilingPlane;
		seg_t *mLineSegment;
		Fake3DOpaque m3DFloor;

		double mBackCeilingZ1;
		double mBackCeilingZ2;
		double mBackFloorZ1;
		double mBackFloorZ2;
		double mFrontCeilingZ1;
		double mFrontCeilingZ2;
		double mFrontFloorZ1;
		double mFrontFloorZ2;

		bool mDoorClosed;

		FWallCoords WallC;

		// Wall segment variables:

		bool rw_prepped;

		bool markfloor; // False if the back side is the same plane.
		bool markceiling;
		
		FSoftwareTexture* mTopTexture;
		FSoftwareTexture* mMiddleTexture;
		FSoftwareTexture* mBottomTexture;

		ProjectedWallCull mCeilingClipped;
		ProjectedWallCull mFloorClipped;

		ProjectedWallLine walltop;
		ProjectedWallLine wallbottom;
		ProjectedWallLine wallupper;
		ProjectedWallLine walllower;

		sector_t tempsec; // killough 3/8/98: ceiling/water hack
	};
}