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f4d9ad1123
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel. Handling of the alPh chunk has been removed as a result as it in no longer needed.
26 lines
957 B
C++
26 lines
957 B
C++
#pragma once
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#include "r_visiblesprite.h"
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namespace swrenderer
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{
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class ProjectedWallTexcoords;
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class SpriteDrawerArgs;
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class RenderWallSprite : public VisibleSprite
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{
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public:
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static void Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *pic, const DVector2 &scale, int renderflags, int spriteshade, bool foggy, FDynamicColormap *basecolormap);
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protected:
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bool IsWallSprite() const override { return true; }
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void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor) override;
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private:
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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, FRenderStyle style);
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FWallCoords wallc;
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uint32_t Translation = 0;
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uint32_t FillColor = 0;
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};
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}
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