#pragma once #include "r_visiblesprite.h" #include "swrenderer/scene/r_opaque_pass.h" struct particle_t; namespace swrenderer { class RenderParticle : public VisibleSprite { 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; 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; }; }