// // 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. // #pragma once #include "swrenderer/line/r_line.h" #include "swrenderer/scene/r_opaque_pass.h" #include "swrenderer/things/r_visiblespritelist.h" #define MINZ double((2048*4) / double(1 << 20)) namespace swrenderer { class VisibleSprite { public: void Render(); bool IsCurrentPortalUniq(int portalUniq) const { return CurrentPortalUniq == portalUniq; } const FVector3 &WorldPos() const { return gpos; } double SortDist2D() const { return DVector2(deltax, deltay).LengthSquared(); } float SortDist() const { return idepth; } protected: virtual bool IsParticle() const { return false; } virtual bool IsVoxel() const { return false; } virtual bool IsWallSprite() const { return false; } virtual void Render(short *cliptop, short *clipbottom, int minZ, int maxZ) = 0; FTexture *pic; short x1, x2; float gzb, gzt; // global bottom / top for silhouette clipping double floorclip; double texturemid; // floorclip float yscale; // voxel and floorclip sector_t *heightsec; // height sector for underwater/fake ceiling WaterFakeSide FakeFlatStat; // which side of fake/floor ceiling sprite is on F3DFloor *fakefloor; // 3d floor clipping F3DFloor *fakeceiling; FVector3 gpos; // origin in world coordinates sector_t *sector; // sector this sprite is in // Light shared calculation? visstyle_t Style; bool foggy; short renderflags; float depth; // Sort (draw segments), also light float deltax, deltay; // Sort (2d/voxel version) float idepth; // Sort (non-voxel version) int CurrentPortalUniq; // to identify the portal that this thing is in. used for clipping. }; }