2016-11-14 13:19:48 +00:00
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/*
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** Handling drawing a player sprite
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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2017-01-16 15:23:02 +00:00
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#include "r_defs.h"
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2016-11-14 13:19:48 +00:00
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class PolyScreenSprite;
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class DPSprite;
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2017-01-16 15:23:02 +00:00
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struct FSWColormap;
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2016-11-14 13:19:48 +00:00
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class RenderPolyPlayerSprites
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{
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public:
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void Render();
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void RenderRemainingSprites();
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private:
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void RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
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const int BaseXCenter = 160;
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const int BaseYCenter = 100;
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std::vector<PolyScreenSprite> ScreenSprites;
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};
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// DScreen accelerated sprite to be rendered
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class PolyScreenSprite
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{
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public:
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void Render();
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FTexture *Pic = nullptr;
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double X1 = 0.0;
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double Y1 = 0.0;
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double Width = 0.0;
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double Height = 0.0;
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FRemapTable *Translation = nullptr;
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bool Flip = false;
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2017-01-16 15:23:02 +00:00
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float Alpha = 1;
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FRenderStyle RenderStyle;
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FSWColormap *BaseColormap = nullptr;
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int ColormapNum = 0;
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2016-11-14 13:19:48 +00:00
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uint32_t FillColor = 0;
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FDynamicColormap *Colormap = nullptr;
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};
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