mirror of
https://github.com/ZDoom/gzdoom-gles.git
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91 lines
2.5 KiB
C++
91 lines
2.5 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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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "p_lnspec.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "g_levellocals.h"
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#include "p_maputl.h"
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#include "swrenderer/things/r_visiblesprite.h"
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#include "swrenderer/things/r_visiblespritelist.h"
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#include "swrenderer/r_memory.h"
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namespace swrenderer
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{
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void VisibleSpriteList::Clear()
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{
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Sprites.Clear();
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StartIndices.Clear();
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SortedSprites.Clear();
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}
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void VisibleSpriteList::PushPortal()
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{
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StartIndices.Push(Sprites.Size());
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}
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void VisibleSpriteList::PopPortal()
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{
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Sprites.Resize(StartIndices.Last());
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StartIndices.Pop();
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}
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void VisibleSpriteList::Push(VisibleSprite *sprite)
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{
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Sprites.Push(sprite);
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}
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void VisibleSpriteList::Sort()
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{
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unsigned int first = StartIndices.Size() == 0 ? 0 : StartIndices.Last();
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unsigned int count = Sprites.Size() - first;
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SortedSprites.Resize(count);
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if (count == 0)
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return;
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if (!(i_compatflags & COMPATF_SPRITESORT))
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{
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for (unsigned int i = 0; i < count; i++)
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SortedSprites[i] = Sprites[first + i];
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}
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else
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{
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// If the compatibility option is on sprites of equal distance need to
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// be sorted in inverse order. This is most easily achieved by
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// filling the sort array backwards before the sort.
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for (unsigned int i = 0; i < count; i++)
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SortedSprites[i] = Sprites[first + count - i - 1];
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}
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std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool
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{
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return a->SortDist() > b->SortDist();
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});
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}
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}
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