// // 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)) struct FSWColormap; namespace swrenderer { class ColormapLight { public: int ColormapNum = 0; FSWColormap *BaseColormap = nullptr; void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack); }; class VisibleSprite { public: VisibleSprite() { RenderStyle = STYLE_Normal; } virtual ~VisibleSprite() { } 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 = nullptr; short x1 = 0, x2 = 0; float gzb = 0.0f, gzt = 0.0f; // global bottom / top for silhouette clipping double floorclip = 0.0; double texturemid = 0.0; // floorclip float yscale = 0.0f; // voxel and floorclip sector_t *heightsec = nullptr; // height sector for underwater/fake ceiling WaterFakeSide FakeFlatStat = WaterFakeSide::Center; // which side of fake/floor ceiling sprite is on F3DFloor *fakefloor = nullptr; // 3d floor clipping F3DFloor *fakeceiling = nullptr; FVector3 gpos = { 0.0f, 0.0f, 0.0f }; // origin in world coordinates sector_t *sector = nullptr; // sector this sprite is in ColormapLight Light; float Alpha = 0.0f; FRenderStyle RenderStyle; bool foggy = false; short renderflags = 0; float depth = 0.0f; // Sort (draw segments), also light float deltax = 0.0f, deltay = 0.0f; // Sort (2d/voxel version) float idepth = 0.0f; // Sort (non-voxel version) int CurrentPortalUniq = 0; // to identify the portal that this thing is in. used for clipping. }; }