//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2016 Magnus Norddahl // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- #include #include #include #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 { 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() { 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]; } std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool { return a->SortDist() > b->SortDist(); }); } }