gzdoom-gles/src/swrenderer/things/r_visiblesprite.h
2017-01-24 04:15:54 +01:00

88 lines
2.6 KiB
C++

//
// 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.
//
#pragma once
#include "swrenderer/line/r_line.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/things/r_visiblespritelist.h"
#define MINZ double((2048*4) / double(1 << 20))
struct FSWColormap;
namespace swrenderer
{
class ColormapLight
{
public:
int ColormapNum = 0;
FSWColormap *BaseColormap = nullptr;
void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack);
};
class VisibleSprite
{
public:
VisibleSprite() { RenderStyle = STYLE_Normal; }
virtual ~VisibleSprite() { }
void Render();
bool IsCurrentPortalUniq(int portalUniq) const { return CurrentPortalUniq == portalUniq; }
const FVector3 &WorldPos() const { return gpos; }
double SortDist2D() const { return DVector2(deltax, deltay).LengthSquared(); }
float SortDist() const { return idepth; }
protected:
virtual bool IsParticle() const { return false; }
virtual bool IsVoxel() const { return false; }
virtual bool IsWallSprite() const { return false; }
virtual void Render(short *cliptop, short *clipbottom, int minZ, int maxZ) = 0;
FTexture *pic = nullptr;
short x1 = 0, x2 = 0;
float gzb = 0.0f, gzt = 0.0f; // global bottom / top for silhouette clipping
double floorclip = 0.0;
double texturemid = 0.0; // floorclip
float yscale = 0.0f; // voxel and floorclip
sector_t *heightsec = nullptr; // height sector for underwater/fake ceiling
WaterFakeSide FakeFlatStat = WaterFakeSide::Center; // which side of fake/floor ceiling sprite is on
F3DFloor *fakefloor = nullptr; // 3d floor clipping
F3DFloor *fakeceiling = nullptr;
FVector3 gpos = { 0.0f, 0.0f, 0.0f }; // origin in world coordinates
sector_t *sector = nullptr; // sector this sprite is in
ColormapLight Light;
float Alpha = 0.0f;
FRenderStyle RenderStyle;
bool foggy = false;
short renderflags = 0;
float depth = 0.0f; // Sort (draw segments), also light
float deltax = 0.0f, deltay = 0.0f; // Sort (2d/voxel version)
float idepth = 0.0f; // Sort (non-voxel version)
int CurrentPortalUniq = 0; // to identify the portal that this thing is in. used for clipping.
};
}