mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-17 10:00:54 +00:00
d3ab691afb
- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
157 lines
4.1 KiB
C++
157 lines
4.1 KiB
C++
// Emacs style mode select -*- C++ -*-
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Id:$
|
|
//
|
|
// 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.
|
|
//
|
|
// DESCRIPTION:
|
|
// Rendering of moving objects, sprites.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
#ifndef __R_THINGS__
|
|
#define __R_THINGS__
|
|
|
|
#include "r_bsp.h"
|
|
|
|
struct particle_t;
|
|
struct FVoxel;
|
|
|
|
namespace swrenderer
|
|
{
|
|
|
|
// A vissprite_t is a thing
|
|
// that will be drawn during a refresh.
|
|
// I.e. a sprite object that is partly visible.
|
|
|
|
struct vissprite_t
|
|
{
|
|
struct posang
|
|
{
|
|
FVector3 vpos; // view origin
|
|
FAngle vang; // view angle
|
|
};
|
|
|
|
short x1, x2;
|
|
FVector3 gpos; // origin in world coordinates
|
|
union
|
|
{
|
|
struct
|
|
{
|
|
float gzb, gzt; // global bottom / top for silhouette clipping
|
|
};
|
|
struct
|
|
{
|
|
int y1, y2; // top / bottom of particle on screen
|
|
};
|
|
};
|
|
DAngle Angle;
|
|
fixed_t xscale;
|
|
float yscale;
|
|
float depth;
|
|
float idepth; // 1/z
|
|
float deltax, deltay;
|
|
DWORD FillColor;
|
|
double floorclip;
|
|
union
|
|
{
|
|
FTexture *pic;
|
|
struct FVoxel *voxel;
|
|
};
|
|
union
|
|
{
|
|
// Used by face sprites
|
|
struct
|
|
{
|
|
double texturemid;
|
|
fixed_t startfrac; // horizontal position of x1
|
|
fixed_t xiscale; // negative if flipped
|
|
};
|
|
// Used by wall sprites
|
|
FWallCoords wallc;
|
|
// Used by voxels
|
|
posang pa;
|
|
};
|
|
sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
|
|
sector_t *sector; // [RH] sector this sprite is in
|
|
F3DFloor *fakefloor;
|
|
F3DFloor *fakeceiling;
|
|
BYTE bIsVoxel:1; // [RH] Use voxel instead of pic
|
|
BYTE bWallSprite:1; // [RH] This is a wall sprite
|
|
BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
|
|
BYTE bInMirror:1; // [RH] Sprite is "inside" a mirror
|
|
BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
|
|
BYTE ColormapNum; // Which colormap is rendered (needed for shaded drawer)
|
|
short renderflags;
|
|
DWORD Translation; // [RH] for color translation
|
|
lighttable_t *colormap;
|
|
FRenderStyle RenderStyle;
|
|
visstyle_t Style;
|
|
int CurrentPortalUniq; // [ZZ] to identify the portal that this thing is in. used for clipping.
|
|
|
|
vissprite_t() {}
|
|
};
|
|
|
|
void R_DrawParticle_C (vissprite_t *);
|
|
void R_ProjectParticle (particle_t *, const sector_t *sector, int shade, int fakeside);
|
|
|
|
extern int MaxVisSprites;
|
|
|
|
extern vissprite_t **vissprites, **firstvissprite;
|
|
extern vissprite_t **vissprite_p;
|
|
|
|
// Constant arrays used for psprite clipping
|
|
// and initializing clipping.
|
|
extern short zeroarray[MAXWIDTH];
|
|
extern short screenheightarray[MAXWIDTH];
|
|
|
|
// vars for R_DrawMaskedColumn
|
|
extern short* mfloorclip;
|
|
extern short* mceilingclip;
|
|
extern double spryscale;
|
|
extern double sprtopscreen;
|
|
extern bool sprflipvert;
|
|
|
|
extern double pspritexscale;
|
|
extern double pspritexiscale;
|
|
extern double pspriteyscale;
|
|
|
|
extern FTexture *WallSpriteTile;
|
|
|
|
|
|
void R_DrawMaskedColumn (FTexture *texture, fixed_t column, bool useRt, bool unmasked = false);
|
|
void R_WallSpriteColumn (bool useRt);
|
|
|
|
void R_CacheSprite (spritedef_t *sprite);
|
|
void R_SortVisSprites (int (*compare)(const void *, const void *), size_t first);
|
|
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
|
|
void R_DrawSprites ();
|
|
void R_ClearSprites ();
|
|
void R_DrawMasked ();
|
|
void R_DrawRemainingPlayerSprites ();
|
|
|
|
void R_CheckOffscreenBuffer(int width, int height, bool spansonly);
|
|
|
|
enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
|
|
|
|
void R_DrawVoxel(const FVector3 &viewpos, FAngle viewangle,
|
|
const FVector3 &sprpos, DAngle dasprang,
|
|
fixed_t daxscale, fixed_t dayscale, struct FVoxel *voxobj,
|
|
lighttable_t *colormap, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags);
|
|
|
|
void R_ClipVisSprite (vissprite_t *vis, int xl, int xh);
|
|
|
|
}
|
|
|
|
#endif
|