gzdoom-gles/src/swrenderer/things/r_visiblespritelist.cpp

106 lines
2.6 KiB
C++
Raw Normal View History

//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
#include <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include "p_lnspec.h"
#include "templates.h"
#include "doomdef.h"
#include "m_swap.h"
#include "i_system.h"
#include "w_wad.h"
#include "g_levellocals.h"
#include "p_maputl.h"
#include "swrenderer/things/r_visiblesprite.h"
#include "swrenderer/things/r_visiblespritelist.h"
#include "swrenderer/r_memory.h"
namespace swrenderer
{
VisibleSpriteList *VisibleSpriteList::Instance()
{
static VisibleSpriteList instance;
return &instance;
}
void VisibleSpriteList::Clear()
{
Sprites.Clear();
StartIndices.Clear();
SortedSprites.Clear();
}
void VisibleSpriteList::PushPortal()
{
StartIndices.Push(Sprites.Size());
}
void VisibleSpriteList::PopPortal()
{
Sprites.Resize(StartIndices.Last());
StartIndices.Pop();
}
void VisibleSpriteList::Push(VisibleSprite *sprite)
{
Sprites.Push(sprite);
}
void VisibleSpriteList::Sort(bool compare2d)
{
unsigned int first = StartIndices.Size() == 0 ? 0 : StartIndices.Last();
unsigned int count = Sprites.Size() - first;
SortedSprites.Resize(count);
if (count == 0)
return;
if (!(i_compatflags & COMPATF_SPRITESORT))
{
for (unsigned int i = 0; i < count; i++)
SortedSprites[i] = Sprites[first + i];
}
else
{
// If the compatibility option is on sprites of equal distance need to
// be sorted in inverse order. This is most easily achieved by
// filling the sort array backwards before the sort.
for (unsigned int i = 0; i < count; i++)
SortedSprites[i] = Sprites[first + count - i - 1];
}
if (compare2d)
{
// This is an alternate version, for when one or more voxel is in view.
// It does a 2D distance test based on whichever one is furthest from
// the viewpoint.
std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool
{
return a->SortDist2D() < b->SortDist2D();
});
}
else
{
// This is the standard version, which does a simple test based on depth.
std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool
{
return a->SortDist() > b->SortDist();
});
}
}
}