gzdoom-gles/src/polyrenderer/scene/poly_playersprite.h

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