// // 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 "r_visiblesprite.h" namespace swrenderer { class ProjectedWallTexcoords; class SpriteDrawerArgs; class RenderWallSprite : public VisibleSprite { public: static void Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade, bool foggy, FDynamicColormap *basecolormap); protected: bool IsWallSprite() const override { return true; } void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ) override; private: static void DrawColumn(RenderThread *thread, SpriteDrawerArgs &drawerargs, int x, FTexture *WallSpriteTile, const ProjectedWallTexcoords &walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip); FWallCoords wallc; uint32_t Translation = 0; uint32_t FillColor = 0; }; }