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