mirror of
https://github.com/ZDoom/gzdoom-gles.git
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95 lines
2.3 KiB
C++
95 lines
2.3 KiB
C++
//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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#pragma once
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#include "swrenderer/line/r_line.h"
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struct particle_t;
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struct FVoxel;
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namespace swrenderer
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{
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struct vissprite_t
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{
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struct posang
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{
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FVector3 vpos; // view origin
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FAngle vang; // view angle
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};
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short x1, x2;
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FVector3 gpos; // origin in world coordinates
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union
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{
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struct
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{
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float gzb, gzt; // global bottom / top for silhouette clipping
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};
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struct
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{
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int y1, y2; // top / bottom of particle on screen
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};
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};
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DAngle Angle;
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fixed_t xscale;
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float yscale;
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float depth;
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float idepth; // 1/z
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float deltax, deltay;
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uint32_t FillColor;
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double floorclip;
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union
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{
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FTexture *pic;
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struct FVoxel *voxel;
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};
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union
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{
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// Used by face sprites
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struct
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{
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double texturemid;
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fixed_t startfrac; // horizontal position of x1
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fixed_t xiscale; // negative if flipped
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};
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// Used by wall sprites
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FWallCoords wallc;
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// Used by voxels
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posang pa;
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};
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sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
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sector_t *sector; // [RH] sector this sprite is in
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F3DFloor *fakefloor;
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F3DFloor *fakeceiling;
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uint8_t bIsVoxel : 1; // [RH] Use voxel instead of pic
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uint8_t bWallSprite : 1; // [RH] This is a wall sprite
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uint8_t bSplitSprite : 1; // [RH] Sprite was split by a drawseg
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uint8_t bInMirror : 1; // [RH] Sprite is "inside" a mirror
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uint8_t FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
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short renderflags;
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uint32_t Translation; // [RH] for color translation
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visstyle_t Style;
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int CurrentPortalUniq; // [ZZ] to identify the portal that this thing is in. used for clipping.
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vissprite_t() {}
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};
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extern int MaxVisSprites;
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extern vissprite_t **vissprites, **firstvissprite;
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extern vissprite_t **vissprite_p;
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void R_DeinitVisSprites();
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void R_ClearVisSprites();
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vissprite_t *R_NewVisSprite();
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}
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