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https://github.com/ZDoom/gzdoom-gles.git
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101 lines
2.3 KiB
C++
101 lines
2.3 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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#pragma once
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#include "r_visiblesprite.h"
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#include "r_data/colormaps.h"
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class DPSprite;
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namespace swrenderer
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{
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class NoAccelPlayerSprite
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{
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public:
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short x1 = 0;
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short x2 = 0;
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double texturemid = 0.0;
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fixed_t xscale = 0;
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float yscale = 0.0f;
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FTexture *pic = nullptr;
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fixed_t xiscale = 0;
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fixed_t startfrac = 0;
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float Alpha = 0.0f;
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FRenderStyle RenderStyle;
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uint32_t Translation = 0;
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uint32_t FillColor = 0;
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ColormapLight Light;
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short renderflags = 0;
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void Render(RenderThread *thread);
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};
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class HWAccelPlayerSprite
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{
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public:
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FTexture *pic = nullptr;
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double texturemid = 0.0;
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float yscale = 0.0f;
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fixed_t xscale = 0;
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float Alpha = 0.0f;
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FRenderStyle RenderStyle;
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uint32_t Translation = 0;
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uint32_t FillColor = 0;
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FDynamicColormap *basecolormap = nullptr;
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int x1 = 0;
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bool flip = false;
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FSpecialColormap *special = nullptr;
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PalEntry overlay = 0;
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FColormapStyle colormapstyle;
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bool usecolormapstyle = false;
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};
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class RenderPlayerSprites
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{
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public:
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RenderPlayerSprites(RenderThread *thread);
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void Render();
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void RenderRemaining();
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RenderThread *Thread = nullptr;
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private:
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void RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy);
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enum { BASEXCENTER = 160 };
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enum { BASEYCENTER = 100 };
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TArray<HWAccelPlayerSprite> AcceleratedSprites;
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sector_t tempsec;
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};
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}
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