2017-01-03 06:17:54 +00:00
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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2016-12-30 06:15:10 +00:00
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#pragma once
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2017-01-01 09:28:35 +00:00
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#include "swrenderer/line/r_line.h"
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2017-01-11 19:42:39 +00:00
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#include "swrenderer/scene/r_opaque_pass.h"
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2017-01-11 18:50:07 +00:00
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#include "swrenderer/things/r_visiblespritelist.h"
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2016-12-30 06:15:10 +00:00
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2017-01-11 14:09:35 +00:00
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#define MINZ double((2048*4) / double(1 << 20))
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2016-12-30 06:15:10 +00:00
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namespace swrenderer
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{
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2017-01-16 04:26:22 +00:00
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class VisibleSprite
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2016-12-30 06:15:10 +00:00
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{
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2017-01-16 04:26:22 +00:00
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public:
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2017-01-16 04:43:56 +00:00
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void Render();
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bool IsCurrentPortalUniq(int portalUniq) const { return CurrentPortalUniq == portalUniq; }
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const FVector3 &WorldPos() const { return gpos; }
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double SortDist2D() const { return DVector2(deltax, deltay).LengthSquared(); }
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float SortDist() const { return idepth; }
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protected:
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2017-01-16 04:26:22 +00:00
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virtual bool IsParticle() const { return false; }
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virtual bool IsVoxel() const { return false; }
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virtual bool IsWallSprite() const { return false; }
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virtual void Render(short *cliptop, short *clipbottom, int minZ, int maxZ) = 0;
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FTexture *pic;
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2016-12-30 06:15:10 +00:00
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short x1, x2;
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2017-01-16 04:26:22 +00:00
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float gzb, gzt; // global bottom / top for silhouette clipping
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2016-12-30 06:15:10 +00:00
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double floorclip;
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2017-01-16 04:26:22 +00:00
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double texturemid; // floorclip
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float yscale; // voxel and floorclip
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sector_t *heightsec; // height sector for underwater/fake ceiling
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WaterFakeSide FakeFlatStat; // which side of fake/floor ceiling sprite is on
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F3DFloor *fakefloor; // 3d floor clipping
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2016-12-30 06:15:10 +00:00
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F3DFloor *fakeceiling;
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2017-01-16 04:26:22 +00:00
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FVector3 gpos; // origin in world coordinates
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sector_t *sector; // sector this sprite is in
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// Light shared calculation?
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visstyle_t Style;
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2017-01-12 19:13:21 +00:00
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bool foggy;
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2017-01-16 04:26:22 +00:00
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short renderflags;
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float depth; // Sort (draw segments), also light
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float deltax, deltay; // Sort (2d/voxel version)
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float idepth; // Sort (non-voxel version)
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2017-01-12 19:13:21 +00:00
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2017-01-16 04:26:22 +00:00
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int CurrentPortalUniq; // to identify the portal that this thing is in. used for clipping.
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2016-12-30 06:15:10 +00:00
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};
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}
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