gzdoom-gles/src/swrenderer/things/r_particle.h

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#pragma once
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#include "r_visiblesprite.h"
#include "swrenderer/scene/r_opaque_pass.h"
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struct particle_t;
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namespace swrenderer
{
class RenderParticle : public VisibleSprite
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{
public:
static void Project(RenderThread *thread, particle_t *, const sector_t *sector, int shade, WaterFakeSide fakeside, bool foggy);
protected:
bool IsParticle() const override { return true; }
void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ) override;
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private:
void DrawMaskedSegsBehindParticle(RenderThread *thread);
fixed_t xscale = 0;
fixed_t startfrac = 0; // horizontal position of x1
int y1 = 0, y2 = 0;
uint32_t Translation = 0;
uint32_t FillColor = 0;
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};
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}