Move vissprite to its own file

This commit is contained in:
Magnus Norddahl 2016-12-30 07:15:10 +01:00
parent 80e369541a
commit f133b4caa4
5 changed files with 151 additions and 120 deletions

View File

@ -826,6 +826,7 @@ set( FASTMATH_PCH_SOURCES
swrenderer/scene/r_portal_segment.cpp
swrenderer/scene/r_portal.cpp
swrenderer/scene/r_visible_plane.cpp
swrenderer/scene/r_visible_sprite.cpp
polyrenderer/poly_renderer.cpp
polyrenderer/scene/poly_scene.cpp
polyrenderer/scene/poly_portal.cpp

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@ -161,12 +161,6 @@ FCoverageBuffer *OffscreenCoverageBuffer;
// GAME FUNCTIONS
//
int MaxVisSprites;
vissprite_t **vissprites;
vissprite_t **firstvissprite;
vissprite_t **vissprite_p;
vissprite_t **lastvissprite;
int newvissprite;
bool DrewAVoxel;
static vissprite_t **spritesorter;
@ -179,15 +173,7 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
void R_DeinitSprites()
{
// Free vissprites
for (int i = 0; i < MaxVisSprites; ++i)
{
delete vissprites[i];
}
free (vissprites);
vissprites = NULL;
vissprite_p = lastvissprite = NULL;
MaxVisSprites = 0;
R_DeinitVisSprites();
// Free vissprites sorter
if (spritesorter != NULL)
@ -217,39 +203,10 @@ void R_DeinitSprites()
//
void R_ClearSprites (void)
{
vissprite_p = firstvissprite;
R_ClearVisSprites();
DrewAVoxel = false;
}
//
// R_NewVisSprite
//
vissprite_t *R_NewVisSprite (void)
{
if (vissprite_p == lastvissprite)
{
ptrdiff_t firstvisspritenum = firstvissprite - vissprites;
ptrdiff_t prevvisspritenum = vissprite_p - vissprites;
MaxVisSprites = MaxVisSprites ? MaxVisSprites * 2 : 128;
vissprites = (vissprite_t **)M_Realloc (vissprites, MaxVisSprites * sizeof(vissprite_t));
lastvissprite = &vissprites[MaxVisSprites];
firstvissprite = &vissprites[firstvisspritenum];
vissprite_p = &vissprites[prevvisspritenum];
DPrintf (DMSG_NOTIFY, "MaxVisSprites increased to %d\n", MaxVisSprites);
// Allocate sprites from the new pile
for (vissprite_t **p = vissprite_p; p < lastvissprite; ++p)
{
*p = new vissprite_t;
}
}
vissprite_p++;
return *(vissprite_p-1);
}
//
// R_DrawMaskedColumn
// Used for sprites and masked mid textures.

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@ -23,7 +23,7 @@
#ifndef __R_THINGS__
#define __R_THINGS__
#include "r_bsp.h"
#include "r_visible_sprite.h"
struct particle_t;
struct FVoxel;
@ -31,84 +31,10 @@ struct FVoxel;
namespace swrenderer
{
// A vissprite_t is a thing
// that will be drawn during a refresh.
// I.e. a sprite object that is partly visible.
struct vissprite_t
{
struct posang
{
FVector3 vpos; // view origin
FAngle vang; // view angle
};
short x1, x2;
FVector3 gpos; // origin in world coordinates
union
{
struct
{
float gzb, gzt; // global bottom / top for silhouette clipping
};
struct
{
int y1, y2; // top / bottom of particle on screen
};
};
DAngle Angle;
fixed_t xscale;
float yscale;
float depth;
float idepth; // 1/z
float deltax, deltay;
DWORD FillColor;
double floorclip;
union
{
FTexture *pic;
struct FVoxel *voxel;
};
union
{
// Used by face sprites
struct
{
double texturemid;
fixed_t startfrac; // horizontal position of x1
fixed_t xiscale; // negative if flipped
};
// Used by wall sprites
FWallCoords wallc;
// Used by voxels
posang pa;
};
sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
sector_t *sector; // [RH] sector this sprite is in
F3DFloor *fakefloor;
F3DFloor *fakeceiling;
BYTE bIsVoxel:1; // [RH] Use voxel instead of pic
BYTE bWallSprite:1; // [RH] This is a wall sprite
BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
BYTE bInMirror:1; // [RH] Sprite is "inside" a mirror
BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
short renderflags;
DWORD Translation; // [RH] for color translation
visstyle_t Style;
int CurrentPortalUniq; // [ZZ] to identify the portal that this thing is in. used for clipping.
vissprite_t() {}
};
void R_DrawParticle (vissprite_t *);
void R_ProjectParticle (particle_t *, const sector_t *sector, int shade, int fakeside);
extern int MaxVisSprites;
extern vissprite_t **vissprites, **firstvissprite;
extern vissprite_t **vissprite_p;
// Constant arrays used for psprite clipping
// and initializing clipping.
extern short zeroarray[MAXWIDTH];

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@ -0,0 +1,64 @@
#include <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include "p_lnspec.h"
#include "templates.h"
#include "doomdef.h"
#include "m_swap.h"
#include "i_system.h"
#include "w_wad.h"
#include "swrenderer/r_main.h"
#include "swrenderer/scene/r_visible_sprite.h"
namespace swrenderer
{
int MaxVisSprites;
vissprite_t **vissprites;
vissprite_t **firstvissprite;
vissprite_t **vissprite_p;
vissprite_t **lastvissprite;
void R_DeinitVisSprites()
{
// Free vissprites
for (int i = 0; i < MaxVisSprites; ++i)
{
delete vissprites[i];
}
free(vissprites);
vissprites = nullptr;
vissprite_p = lastvissprite = nullptr;
MaxVisSprites = 0;
}
void R_ClearVisSprites()
{
vissprite_p = firstvissprite;
}
vissprite_t *R_NewVisSprite()
{
if (vissprite_p == lastvissprite)
{
ptrdiff_t firstvisspritenum = firstvissprite - vissprites;
ptrdiff_t prevvisspritenum = vissprite_p - vissprites;
MaxVisSprites = MaxVisSprites ? MaxVisSprites * 2 : 128;
vissprites = (vissprite_t **)M_Realloc(vissprites, MaxVisSprites * sizeof(vissprite_t));
lastvissprite = &vissprites[MaxVisSprites];
firstvissprite = &vissprites[firstvisspritenum];
vissprite_p = &vissprites[prevvisspritenum];
DPrintf(DMSG_NOTIFY, "MaxVisSprites increased to %d\n", MaxVisSprites);
// Allocate sprites from the new pile
for (vissprite_t **p = vissprite_p; p < lastvissprite; ++p)
{
*p = new vissprite_t;
}
}
vissprite_p++;
return *(vissprite_p - 1);
}
}

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@ -0,0 +1,83 @@
#pragma once
#include "r_bsp.h"
struct particle_t;
struct FVoxel;
namespace swrenderer
{
struct vissprite_t
{
struct posang
{
FVector3 vpos; // view origin
FAngle vang; // view angle
};
short x1, x2;
FVector3 gpos; // origin in world coordinates
union
{
struct
{
float gzb, gzt; // global bottom / top for silhouette clipping
};
struct
{
int y1, y2; // top / bottom of particle on screen
};
};
DAngle Angle;
fixed_t xscale;
float yscale;
float depth;
float idepth; // 1/z
float deltax, deltay;
uint32_t FillColor;
double floorclip;
union
{
FTexture *pic;
struct FVoxel *voxel;
};
union
{
// Used by face sprites
struct
{
double texturemid;
fixed_t startfrac; // horizontal position of x1
fixed_t xiscale; // negative if flipped
};
// Used by wall sprites
FWallCoords wallc;
// Used by voxels
posang pa;
};
sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
sector_t *sector; // [RH] sector this sprite is in
F3DFloor *fakefloor;
F3DFloor *fakeceiling;
uint8_t bIsVoxel : 1; // [RH] Use voxel instead of pic
uint8_t bWallSprite : 1; // [RH] This is a wall sprite
uint8_t bSplitSprite : 1; // [RH] Sprite was split by a drawseg
uint8_t bInMirror : 1; // [RH] Sprite is "inside" a mirror
uint8_t FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
short renderflags;
uint32_t Translation; // [RH] for color translation
visstyle_t Style;
int CurrentPortalUniq; // [ZZ] to identify the portal that this thing is in. used for clipping.
vissprite_t() {}
};
extern int MaxVisSprites;
extern vissprite_t **vissprites, **firstvissprite;
extern vissprite_t **vissprite_p;
void R_DeinitVisSprites();
void R_ClearVisSprites();
vissprite_t *R_NewVisSprite();
}